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https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-25 03:42:34 +01:00
- fix cutscene skipping (hopefully)
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@ -183,12 +183,7 @@ void HandleInGameCutscene(void)
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if (CutsceneLength-28 < CutsceneFrameCnt)
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{
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// disable cutscene skip when it's about to end
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if (gSkipInGameCutscene)
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{
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FastForward = 0;
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gSkipInGameCutscene = 0;
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}
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gSkipInGameCutscene = 0;
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if (BlackBorderHeight > 0)
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BlackBorderHeight--;
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@ -203,8 +198,6 @@ void HandleInGameCutscene(void)
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if (gSkipInGameCutscene)
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{
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// fast forward and stop XA
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FastForward = 1;
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StopXA();
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UnprepareXA();
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}
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@ -1289,7 +1289,7 @@ int FilterFrameTime()
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static int frame = 0;
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// always stay 30 FPS (2 vblanks)
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if (!gSkipInGameCutscene && VSync(-1) - frame < 2)
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if (VSync(-1) - frame < 2)
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return 0;
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frame = VSync(-1);
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@ -1394,7 +1394,7 @@ void StepGame(void)
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HandleExplosion();
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if (FastForward == 0)
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if (FastForward == 0 && gSkipInGameCutscene == 0)
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ColourCycle();
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combointensity = NightAmbient | NightAmbient << 8 | NightAmbient << 0x10;
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@ -1621,6 +1621,13 @@ void State_GameLoop(void* param)
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DrawGame();
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#else
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if (gSkipInGameCutscene)
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{
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StepGame();
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ClearCurrentDrawBuffers();
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return;
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}
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if (!FilterFrameTime())
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return;
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@ -1658,12 +1665,6 @@ int ObjectDrawnCounter = 0;
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// [D] [T]
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void DrawGame(void)
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{
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if (gSkipInGameCutscene)
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{
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ClearCurrentDrawBuffers();
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return;
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}
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if (NumPlayers == 1 || NoPlayerControl)
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{
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ObjectDrawnValue = FrameCnt;
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