Don't draw OpenGL loading screen when resynching the gamestate

This commit is contained in:
SteelT 2024-04-01 18:04:19 -04:00
parent d1910a6574
commit 75b7d4bc42
3 changed files with 4 additions and 1 deletions

View file

@ -584,7 +584,7 @@ static void loading_status(void)
char s[16];
int x, y;
if ((gamestate == GS_TITLESCREEN && titlemapinaction) || demo.attract == DEMO_ATTRACT_CREDITS)
if ((gamestate == GS_TITLESCREEN && titlemapinaction) || demo.attract == DEMO_ATTRACT_CREDITS || g_reloadinggamestate)
{
return;
}

View file

@ -126,6 +126,7 @@
#include <tracy/tracy/TracyC.h>
extern "C" consvar_t cv_continuousmusic;
boolean g_reloadinggamestate = false;
//
// Map MD5, calculated on level load.
@ -8329,6 +8330,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
virtlump_t *encoreLump = NULL;
levelloading = true;
g_reloadinggamestate = reloadinggamestate;
// This is needed. Don't touch.
maptol = mapheaderinfo[gamemap-1]->typeoflevel;

View file

@ -32,6 +32,7 @@ extern mapthing_t *deathmatchstarts[MAX_DM_STARTS];
extern INT32 numdmstarts, numcoopstarts, numredctfstarts, numbluectfstarts, numfaultstarts;
extern boolean levelloading;
extern boolean g_reloadinggamestate;
extern UINT8 levelfadecol;
extern tic_t oldbest;