Fix transitions for Level Select -> Time Attack

Previous version was too specific
This commit is contained in:
toaster 2023-12-07 16:36:04 +00:00
parent 6d0f90216c
commit 91682c3250

View file

@ -3080,27 +3080,29 @@ void M_DrawLevelSelect(void)
M_DrawCupTitle(tay, &levellist.levelsearch);
}
static boolean M_LevelSelectHasBG(menu_t *check)
{
if (check == NULL)
check = currentMenu;
return (check == &PLAY_LevelSelectDef
|| check == &PLAY_CupSelectDef);
}
static boolean M_LevelSelectToTimeAttackTransitionHelper(void)
{
if (menutransition.tics == 0)
return false;
return \
(
menutransition.startmenu == &PLAY_LevelSelectDef
&& menutransition.endmenu == &PLAY_TimeAttackDef
) || (
menutransition.endmenu == &PLAY_LevelSelectDef
&& menutransition.startmenu == &PLAY_TimeAttackDef
);
return (M_LevelSelectHasBG(menutransition.startmenu))
!= M_LevelSelectHasBG(menutransition.endmenu);
}
void M_DrawSealedBack(void)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
if (currentMenu != &PLAY_LevelSelectDef
&& currentMenu != &PLAY_CupSelectDef)
if (M_LevelSelectHasBG(currentMenu) == false)
return;
INT32 translucencylevel = 7;