From cbf9847767d0b91a295dc19bd6e031d3cd03f3d8 Mon Sep 17 00:00:00 2001 From: Justin Marshall Date: Fri, 17 Apr 2020 13:17:50 -0700 Subject: [PATCH] Fixed initial flashing in load screen movie. --- code/framework/Session.cpp | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/code/framework/Session.cpp b/code/framework/Session.cpp index 0ad406de..544a9f90 100644 --- a/code/framework/Session.cpp +++ b/code/framework/Session.cpp @@ -1563,8 +1563,6 @@ void idSessionLocal::ExecuteMapChange( bool noFadeWipe ) { // and draw the loading gui instead of game draws insideExecuteMapChange = true; - common->BeginLoadScreen(); - // shut down the existing game if it is running UnloadMap(); @@ -1589,6 +1587,8 @@ void idSessionLocal::ExecuteMapChange( bool noFadeWipe ) { // set the loading gui that we will wipe to LoadLoadingGui( mapString ); + common->BeginLoadScreen(); + // if this works out we will probably want all the sizes in a def file although this solution will // work for new maps etc. after the first load. we can also drop the sizes into the default.cfg fileSystem->ResetReadCount(); @@ -1600,9 +1600,6 @@ void idSessionLocal::ExecuteMapChange( bool noFadeWipe ) { ClearWipe(); - // let the loading gui spin for 1 second to animate out - ShowLoadingGui(); - // note any warning prints that happen during the load process common->ClearWarnings( mapString );