float menuNotTheFirstFrame;
float menuMouseMode;
-void SUB_Null() { }
-
void m_sync()
{
updateCompression();
check_unacceptable_compiler_bugs();
#ifdef WATERMARK
- print(sprintf(_("^4MQC Build information: ^1%s\n"), WATERMARK()));
+ print(sprintf(_("^4MQC Build information: ^1%s\n"), WATERMARK));
#endif
// list all game dirs (TEST)
}
// needs to be done so early because of the constants they create
- RegisterWeapons();
- RegisterGametypes();
+ CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
float ddsload = cvar("r_texture_dds_load");
float texcomp = cvar("gl_texturecompression");
isz_w = '1 0 0' + '0 1 0' * ((sz_y / sz_x) * (draw_scale_x / draw_scale_y));
isz_h = '0 1 0' + '1 0 0' * ((sz_x / sz_y) * (draw_scale_y / draw_scale_x));
+#ifdef GMQCC
+ isz = '0 0 0';
+#endif
switch(scalemode)
{
default:
scalemode = SCALEMODE_CROP;
+ l = 0;
for(i = 0; i < strlen(algn); ++i)
{
c = substring(algn, i, 1);
if(Menu_Active)
if(!cvar("menu_video_played"))
{
- localcmd("cd loop $menu_cdtrack; play sound/announcer/default/welcome.ogg\n");
+ localcmd("cd loop $menu_cdtrack; play sound/announcer/default/welcome.wav\n");
menuLogoAlpha = -0.8; // no idea why, but when I start this at zero, it jumps instead of fading FIXME
}
// ALWAYS set this cvar; if we start but menu is not active, this means we want no background music!
draw_alpha *= menuAlpha;
- if(menuMouseMode)
+ if(!Menu_Active)
+ {
+ // do not update mouse position
+ // it prevents mouse jumping to '0 0 0' when menu is fading out
+ }
+ else if(menuMouseMode)
{
vector newMouse;
newMouse = globalToBox(getmousepos(), draw_shift, draw_scale);