mirror of
https://github.com/LostArtefacts/TRX.git
synced 2025-04-28 20:58:07 +03:00
demo: make only esc and action interrupt the demos
This commit is contained in:
parent
41c54d7dd5
commit
f8bda9ed08
4 changed files with 4 additions and 2 deletions
|
@ -1,5 +1,6 @@
|
|||
## [Unreleased](https://github.com/LostArtefacts/TRX/compare/tr1-4.7.1...develop) - ××××-××-××
|
||||
- added an option for pickup aids, which will show an intermittent twinkle when Lara is nearby pickup items (#2076)
|
||||
- changed demo to be interrupted only by esc or action keys
|
||||
- fixed being unable to load some old custom levels that contain certain (invalid) floor data (#2114, regression from 4.3)
|
||||
- fixed a desync in the Lost Valley demo if responsive swim cancellation was enabled (#2113, regression from 4.6)
|
||||
- fixed the game hanging when Lara is on fire and enters the fly cheat on the same frame as reaching water (#2116, regression from 0.8)
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
- added an optional fix for drawing a free flare during the underwater pickup animation (#2123)
|
||||
- added an optional fix for Lara drifting into walls when collecting underwater items (#2096)
|
||||
- added an option to control how music is played while underwater (#1937)
|
||||
- changed demo to be interrupted only by esc or action keys
|
||||
- fixed Lara prioritising throwing a spent flare while mid-air, so to avoid missing ledge grabs (#1989)
|
||||
- fixed Lara at times not being able to jump immediately after going from her walking to running animation (#1587)
|
||||
- fixed software renderer not applying underwater tint (#2066, regression from 0.7)
|
||||
|
|
|
@ -332,7 +332,7 @@ static PHASE_CONTROL M_Run(int32_t nframes)
|
|||
args->phase_arg = demo_args;
|
||||
Phase_Set(PHASE_PHOTO_MODE, args);
|
||||
return (PHASE_CONTROL) { .end = false };
|
||||
} else if (g_InputDB.any) {
|
||||
} else if (g_InputDB.menu_confirm || g_InputDB.menu_back) {
|
||||
m_State = STATE_FADE_OUT;
|
||||
goto end;
|
||||
}
|
||||
|
|
|
@ -49,7 +49,7 @@ GAME_FLOW_DIR Game_ControlRaw(const int32_t num_frames, const bool demo_mode)
|
|||
Game_ProcessInput();
|
||||
|
||||
if (demo_mode) {
|
||||
if (g_InputDB.any) {
|
||||
if (g_InputDB.menu_confirm || g_InputDB.menu_back) {
|
||||
return g_GameFlow.on_demo_interrupt;
|
||||
}
|
||||
if (!Demo_GetInput()) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue