// Updates stuff each tick void WI_Ticker(void) { // counter for general background animation bcnt++; if (bcnt == 1) { // intermission music if ( gamemode == commercial ) S_ChangeMusic(mus_dm2int, true); else S_ChangeMusic(mus_inter, true); } WI_checkForAccelerate(); switch (state) { case StatCount: if (deathmatch) WI_updateDeathmatchStats(); else if (netgame) WI_updateNetgameStats(); else WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } }
// Updates stuff each tick void WI_Ticker(void) { if (menuactive || paused) return; // counter for general background animation bcnt++; if (bcnt == 1) // intermission music S_ChangeMusic(gamemode == commercial ? mus_dm2int : mus_inter, true, false); WI_checkForAccelerate(); switch (state) { case StatCount: if (deathmatch) WI_updateDeathmatchStats(); else if (netgame) WI_updateNetgameStats(); else WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } }
// Updates stuff each tick void WI_Ticker (void) { // counter for general background animation bcnt++; if (bcnt == 1) { // intermission music if ((gameinfo.flags & GI_MAPxx)) S_ChangeMusic ("d_dm2int", true); else S_ChangeMusic ("d_inter", true); } WI_checkForAccelerate(); switch (state) { case StatCount: if (multiplayer && sv_maxplayers > 1) { if (sv_gametype == 0 && !wi_newintermission && sv_maxplayers < 5) WI_updateNetgameStats(); else WI_updateNoState(); } else WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } // [ML] If cl_autoscreenshot is on, take a screenshot 3 seconds // after the level end. (Multiplayer only) if (cl_autoscreenshot && multiplayer && bcnt == (3 * TICRATE)) { AddCommandString("screenshot"); } }
// Updates stuff each tick void WI_Ticker () { // counter for general background animation bcnt++; if (bcnt == 1) { // intermission music if (gameinfo.gametype == GAME_Heretic) S_ChangeMusic ("mus_intr"); else if (gameinfo.gametype == GAME_Hexen) S_ChangeMusic ("hub"); else if (gamemode == commercial) S_ChangeMusic ("d_dm2int"); else S_ChangeMusic ("d_inter"); } WI_checkForAccelerate (); switch (state) { case StatCount: if (deathmatch) WI_updateDeathmatchStats (); else if (multiplayer) WI_updateNetgameStats (); else WI_updateStats (); break; case ShowNextLoc: WI_updateShowNextLoc (); break; case NoState: WI_updateNoState (); break; case LeavingIntermission: break; // Silence GCC } }
// Updates stuff each tick void WI_Ticker (void) { // counter for general background animation bcnt++; if (bcnt == 1) { // intermission music if ((gameinfo.flags & GI_MAPxx)) S_ChangeMusic ("d_dm2int", true); else S_ChangeMusic ("d_inter", true); } WI_checkForAccelerate(); switch (state) { case StatCount: if (multiplayer && sv_maxplayers > 1) { if (sv_gametype == 0 && !wi_newintermission && sv_maxplayers < 5) WI_updateNetgameStats(); else WI_updateNoState(); } else WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } }
void WI_Ticker(void) { bcnt++; if (bcnt == 1) { if (gamemode == commercial) S_ChangeMusic(mus_dm2int, true); else S_ChangeMusic(mus_inter, true); } WI_checkForAccelerate(); switch (state) { case StatCount: WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } }