- Improve game_restart:

* differing screen resolutions and network settings are now honoured when changing fs_game
  * Fix hunk memory leak on game_restart
  * Move cls.state and cls.servername to clc so connection state is fully preserved over game_restart
  * Revert back to previous fs_game after disconnecting from a server that triggered a game_restart
  * Fix error dialog popping up after every game_restart if an error happened previously (reported by Ensiform)
- Fixed that not all commands added by CL_Init() would be removed by CL_Shutdown()
This commit is contained in:
Thilo Schulz 2011-06-21 11:18:35 +00:00
parent adc143e050
commit dee3724a13
17 changed files with 354 additions and 191 deletions

View file

@ -1281,7 +1281,7 @@ static void RoQShutdown( void ) {
}
if (cinTable[currentHandle].alterGameState) {
cls.state = CA_DISCONNECTED;
clc.state = CA_DISCONNECTED;
// we can't just do a vstr nextmap, because
// if we are aborting the intro cinematic with
// a devmap command, nextmap would be valid by
@ -1314,7 +1314,7 @@ e_status CIN_StopCinematic(int handle) {
}
if (cinTable[currentHandle].alterGameState) {
if ( cls.state != CA_CINEMATIC ) {
if ( clc.state != CA_CINEMATIC ) {
return cinTable[currentHandle].status;
}
}
@ -1355,7 +1355,7 @@ e_status CIN_RunCinematic (int handle)
currentHandle = handle;
if (cinTable[currentHandle].alterGameState) {
if ( cls.state != CA_CINEMATIC ) {
if ( clc.state != CA_CINEMATIC ) {
return cinTable[currentHandle].status;
}
}
@ -1479,7 +1479,7 @@ int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBi
Com_DPrintf("trFMV::play(), playing %s\n", arg);
if (cinTable[currentHandle].alterGameState) {
cls.state = CA_CINEMATIC;
clc.state = CA_CINEMATIC;
}
Con_Close();
@ -1614,7 +1614,7 @@ void CL_PlayCinematic_f(void) {
int bits = CIN_system;
Com_DPrintf("CL_PlayCinematic_f\n");
if (cls.state == CA_CINEMATIC) {
if (clc.state == CA_CINEMATIC) {
SCR_StopCinematic();
}