Beispiel #1
0
void D_DoAdvanceDemo(void)
{
  players[consoleplayer].playerstate = PST_LIVE;  /* not reborn */
  advancedemo = usergame = paused = FALSE;
  gameaction = ga_nothing;

  pagetic = TICRATE * 11;         /* killough 11/98: default behavior */
  gamestate = GS_DEMOSCREEN;

#ifdef HAVE_NET
  if (netgame && !demoplayback) {
#else
  if (!demoplayback) {
#endif
    demosequence = 0;
  } else
   if (!demostates[++demosequence][gamemode].func)
    demosequence = 0;
  demostates[demosequence][gamemode].func
    (demostates[demosequence][gamemode].name);
}

//
// D_StartTitle
//
void D_StartTitle (void)
{
  gameaction = ga_nothing;
  demosequence = -1;
  D_AdvanceDemo();
}
Beispiel #2
0
//
// D_StartTitle
//
void D_StartTitle(void)
{
    gameaction = ga_nothing;
    demosequence = 0;
    SDL_WM_SetCaption(gamedescription, NULL);
    D_AdvanceDemo();
}
Beispiel #3
0
//
// D_StartTitle
//
// [STRIFE]
// haleyjd 09/11/10: Small modifications for new demo sequence.
//
void D_StartTitle (void)
{
    gamestate = GS_DEMOSCREEN;
    gameaction = ga_nothing;
    demosequence = -2;
    D_AdvanceDemo ();
}
Beispiel #4
0
//
// D_PageTicker
// Handles timing for warped projection
//
void D_PageTicker(void)
{
    if (--pagetic < 0)
    {
        D_AdvanceDemo();
    }
}
Beispiel #5
0
//
// D_PageTicker
// Handles timing for warped projection
//
void D_PageTicker(void)
{
    if (!menuactive)
    {
        if (--pagetic < 0)
            D_AdvanceDemo();
        if (!TITLEPIC)
            M_StartControlPanel();
    }
}
Beispiel #6
0
//
// D_StartTitle
//
void D_StartTitle (void)
{
	// CL_QuitNetGame();
	bool firstTime = true;
	if(firstTime)
		atterm (D_Close);

	gameaction = ga_nothing;
	demosequence = -1;
	D_AdvanceDemo ();
}
Beispiel #7
0
//
// D_StartTitle
//
void D_StartTitle (void)
{
    gameaction = ga_nothing;
    demosequence = -1;
// *** PID BEGIN ***
// Print status message.
    fprintf(stderr, "***** start title: *****\n");

// Get rid of possible pid mobjs before starting any demos (this only
// matters here if this routine is called because of EndGame from a
// level where there were pid monsters).
// Left-over pid mobjs were being cleared in the level setup for
// the demo, and that was screwing up the demo timing.
    cleanup_pid_list(NULL);
// *** PID END ***

    D_AdvanceDemo ();
}
Beispiel #8
0
//
// D_StartTitle
//
void D_StartTitle (void)
{
    gameaction = ga_nothing;
    demosequence = -1;
    D_AdvanceDemo ();
}
Beispiel #9
0
//
// D_QuitGame
//
// [STRIFE] New function
// haleyjd 09/11/10: Sets up the quit game snippet powered by the
// demo sequence.
//
void D_QuitGame(void)
{
    gameaction = ga_nothing;
    demosequence = -4;
    D_AdvanceDemo();
}