Fix the intermission screen (mission failed/success) not hiding immediately on the base game

This commit is contained in:
smallmodel 2024-11-13 20:00:45 +01:00
parent 96ca9c20e4
commit fb2f3bddaa
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GPG key ID: 9F2D623CEDF08512

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@ -911,13 +911,13 @@ void CG_DrawActiveFrame(int serverTime, int frameTime, stereoFrame_t stereoView,
{
default:
case 0:
cgi.UI_HideMenu("mission_success_1", CVAR_ARCHIVE);
cgi.UI_HideMenu("mission_success_1", qtrue);
break;
case 2:
cgi.UI_HideMenu("mission_success_2", CVAR_ARCHIVE);
cgi.UI_HideMenu("mission_success_2", qtrue);
break;
case 3:
cgi.UI_HideMenu("mission_success_3", CVAR_ARCHIVE);
cgi.UI_HideMenu("mission_success_3", qtrue);
break;
}
} else {
@ -925,21 +925,21 @@ void CG_DrawActiveFrame(int serverTime, int frameTime, stereoFrame_t stereoView,
{
default:
case 0:
cgi.UI_HideMenu("mission_failed_1", CVAR_ARCHIVE);
cgi.UI_HideMenu("mission_failed_1", qtrue);
break;
case 2:
cgi.UI_HideMenu("mission_failed_2", CVAR_ARCHIVE);
cgi.UI_HideMenu("mission_failed_2", qtrue);
break;
case 3:
cgi.UI_HideMenu("mission_failed_3", CVAR_ARCHIVE);
cgi.UI_HideMenu("mission_failed_3", qtrue);
break;
}
}
} else {
if (cgi.Cvar_Get("g_success", "", 0)->integer) {
cgi.UI_HideMenu("StatsScreen_Success", qfalse);
cgi.UI_HideMenu("StatsScreen_Success", qtrue);
} else {
cgi.UI_HideMenu("StatsScreen_Failed", qfalse);
cgi.UI_HideMenu("StatsScreen_Failed", qtrue);
}
}
}