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https://github.com/LostArtefacts/TRX.git
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parent
cec3c8d235
commit
e3d1fdc4da
6 changed files with 6 additions and 31 deletions
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@ -13,6 +13,7 @@
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- changed the number of static mesh slots from 50 to 256 (#2734)
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- changed the number of static mesh slots from 50 to 256 (#2734)
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- changed the "enable EIDOS logo" option to disable the Core Design and Bink Video Codec FMVs as well; renamed to "enable legal" (#2741)
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- changed the "enable EIDOS logo" option to disable the Core Design and Bink Video Codec FMVs as well; renamed to "enable legal" (#2741)
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- fixed the bilinear filter to not readjust the UVs (#2258)
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- fixed the bilinear filter to not readjust the UVs (#2258)
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- fixed disabling the cutscenes causing the game to exit (#2743, regression from 4.8)
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- fixed anisotropy filter causing black lines on certain GPUs (#902)
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- fixed anisotropy filter causing black lines on certain GPUs (#902)
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- fixed mesh faces not being drawn under some circumstances (#2452, #2438)
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- fixed mesh faces not being drawn under some circumstances (#2452, #2438)
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- fixed objects disappearing too early around screen edges (#2005)
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- fixed objects disappearing too early around screen edges (#2005)
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@ -81,10 +81,6 @@ GF_COMMAND GF_InterpretSequence(
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const GF_SEQUENCE *const sequence = &level->sequence;
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const GF_SEQUENCE *const sequence = &level->sequence;
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for (int32_t i = 0; i < sequence->length; i++) {
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for (int32_t i = 0; i < sequence->length; i++) {
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const GF_SEQUENCE_EVENT *const event = &sequence->events[i];
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const GF_SEQUENCE_EVENT *const event = &sequence->events[i];
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if (GF_ShouldSkipSequenceEvent(level, event)) {
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continue;
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}
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if (M_PostponeEvent(event)) {
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if (M_PostponeEvent(event)) {
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continue;
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continue;
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}
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}
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@ -37,6 +37,11 @@ static DECLARE_GF_EVENT_HANDLER(M_HandlePlayCutscene)
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{
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{
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GF_COMMAND gf_cmd = { .action = GF_NOOP };
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GF_COMMAND gf_cmd = { .action = GF_NOOP };
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const int16_t cutscene_num = (int16_t)(intptr_t)event->data;
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const int16_t cutscene_num = (int16_t)(intptr_t)event->data;
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#if TR_VERSION == 1
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if (!g_Config.gameplay.enable_cutscenes) {
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return gf_cmd;
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}
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#endif
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if (seq_ctx != GFSC_SAVED) {
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if (seq_ctx != GFSC_SAVED) {
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gf_cmd = GF_DoCutsceneSequence(cutscene_num);
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gf_cmd = GF_DoCutsceneSequence(cutscene_num);
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if (gf_cmd.action == GF_LEVEL_COMPLETE) {
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if (gf_cmd.action == GF_LEVEL_COMPLETE) {
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@ -3,8 +3,6 @@
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extern void GF_PreSequenceHook(GF_SEQUENCE_CONTEXT seq_ctx, void *seq_ctx_arg);
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extern void GF_PreSequenceHook(GF_SEQUENCE_CONTEXT seq_ctx, void *seq_ctx_arg);
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extern GF_SEQUENCE_CONTEXT GF_SwitchSequenceContext(
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extern GF_SEQUENCE_CONTEXT GF_SwitchSequenceContext(
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const GF_SEQUENCE_EVENT *event, GF_SEQUENCE_CONTEXT seq_ctx);
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const GF_SEQUENCE_EVENT *event, GF_SEQUENCE_CONTEXT seq_ctx);
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extern bool GF_ShouldSkipSequenceEvent(
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const GF_LEVEL *level, const GF_SEQUENCE_EVENT *event);
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// Defer execution of certain events to run it at various stages of
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// Defer execution of certain events to run it at various stages of
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// GFS_LOOP_GAME.
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// GFS_LOOP_GAME.
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@ -388,25 +388,6 @@ GF_SEQUENCE_CONTEXT GF_SwitchSequenceContext(
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}
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}
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}
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}
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bool GF_ShouldSkipSequenceEvent(
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const GF_LEVEL *const level, const GF_SEQUENCE_EVENT *const event)
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{
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// Skip cinematic levels
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if (!g_Config.gameplay.enable_cutscenes && level->type == GFL_CUTSCENE) {
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switch (event->type) {
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case GFS_EXIT_TO_TITLE:
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case GFS_LEVEL_COMPLETE:
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case GFS_PLAY_FMV:
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case GFS_LEVEL_STATS:
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case GFS_TOTAL_STATS:
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return false;
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default:
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return true;
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}
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}
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return false;
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}
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GF_EVENT_QUEUE_TYPE GF_ShouldDeferSequenceEvent(
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GF_EVENT_QUEUE_TYPE GF_ShouldDeferSequenceEvent(
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const GF_SEQUENCE_EVENT_TYPE event_type)
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const GF_SEQUENCE_EVENT_TYPE event_type)
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{
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{
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@ -293,12 +293,6 @@ GF_SEQUENCE_CONTEXT GF_SwitchSequenceContext(
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}
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}
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}
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}
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bool GF_ShouldSkipSequenceEvent(
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const GF_LEVEL *const level, const GF_SEQUENCE_EVENT *const event)
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{
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return false;
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}
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GF_EVENT_QUEUE_TYPE GF_ShouldDeferSequenceEvent(
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GF_EVENT_QUEUE_TYPE GF_ShouldDeferSequenceEvent(
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const GF_SEQUENCE_EVENT_TYPE event_type)
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const GF_SEQUENCE_EVENT_TYPE event_type)
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{
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{
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