forked from Mirrors/openclonk
fix joining network game in edit mode doesnt work (#649)
parent
638bf42cb7
commit
cd528cb76a
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@ -217,8 +217,10 @@ void C4Application::ParseCommandLine(int argc, char * argv[])
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int c;
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while (1)
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{
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static struct option long_options[] =
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{
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// option, w/ argument?, set directly, set to...
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{"editor", no_argument, &isEditor, 1},
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{"fullscreen", no_argument, &isEditor, 0},
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{"debugwait", no_argument, &Game.DebugWait, 1},
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@ -467,7 +469,9 @@ void C4Application::ApplyResolutionConstraints()
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bool C4Application::PreInit()
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{
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// startup dialog: Only use if no next mission has been provided
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bool fDoUseStartupDialog = (UseStartupDialog || isEditor) && !*Game.ScenarioFilename;
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bool fUsePlayerStartupDialog = UseStartupDialog && !*Game.ScenarioFilename;
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// editor startup: Only use if no (or invalid) scenario filename and no direct join address provided
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bool fUseEditorStartupDialog = isEditor && !*Game.ScenarioFilename && !*Game.DirectJoinAddress;
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// Startup message board
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if (!isEditor)
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@ -479,30 +483,31 @@ bool C4Application::PreInit()
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Game.SetInitProgress(0.0f);
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// init loader: Black screen for first start if a video is to be shown; otherwise default spec
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if (fDoUseStartupDialog && !isEditor)
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if (fUsePlayerStartupDialog)
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{
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//Log(LoadResStr("IDS_PRC_INITLOADER"));
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bool fUseBlackScreenLoader = UseStartupDialog && !C4Startup::WasFirstRun() && !Config.Startup.NoSplash && !NoSplash && FileExists(C4CFN_Splash);
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if (!::GraphicsSystem.InitLoaderScreen(C4CFN_StartupBackgroundMain, fUseBlackScreenLoader))
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{ LogFatal(LoadResStr("IDS_PRC_ERRLOADER")); return false; }
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}
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Game.SetInitProgress(fDoUseStartupDialog ? 10.0f : 1.0f);
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Game.SetInitProgress(fUsePlayerStartupDialog ? 10.0f : 1.0f);
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if (!Game.PreInit()) return false;
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// Music
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if (fUsePlayerStartupDialog)
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if (!MusicSystem.Init("Frontend.*"))
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Log(LoadResStr("IDS_PRC_NOMUSIC"));
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Game.SetInitProgress(fDoUseStartupDialog ? 34.0f : 2.0f);
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Game.SetInitProgress(fUsePlayerStartupDialog ? 34.0f : 2.0f);
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// Sound
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if (!SoundSystem.Init())
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Log(LoadResStr("IDS_PRC_NOSND"));
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Game.SetInitProgress(fDoUseStartupDialog ? 35.0f : 3.0f);
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Game.SetInitProgress(fUsePlayerStartupDialog ? 35.0f : 3.0f);
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if (fDoUseStartupDialog)
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if (fUsePlayerStartupDialog || fUseEditorStartupDialog)
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{
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AppState = C4AS_Startup;
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// default record?
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@ -511,6 +516,7 @@ bool C4Application::PreInit()
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if (!isEditor)
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C4Startup::InitStartup();
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}
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// directly launch scenario / network game
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else
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{
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AppState = C4AS_StartGame;
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