Fix warning and removed non-existent transition state. (#308)
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d015450c14
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9363f4797a
@ -78,33 +78,44 @@ namespace big
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auto transition_state = script_global(1574988);
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auto transition_state = script_global(1574988);
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eTransitionState last_state = eTransitionState::TRANSITION_STATE_MAX;
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eTransitionState last_state = eTransitionState::TRANSITION_STATE_EMPTY;
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void looped::hud_transition_state()
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void looped::hud_transition_state()
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{
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{
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const auto state = *transition_state.as<eTransitionState*>();
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const auto state = *transition_state.as<eTransitionState*>();
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if (last_state == eTransitionState::TRANSITION_STATE_MAX)
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last_state = state;
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// When freemode script loaded remove loading screen.
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// When freemode script loaded remove loading screen.
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if (state == eTransitionState::TRANSITION_STATE_WAIT_JOIN_FM_SESSION && DLC::GET_IS_LOADING_SCREEN_ACTIVE())
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if (state == eTransitionState::TRANSITION_STATE_WAIT_JOIN_FM_SESSION
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&& DLC::GET_IS_LOADING_SCREEN_ACTIVE())
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{
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SCRIPT::SHUTDOWN_LOADING_SCREEN();
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SCRIPT::SHUTDOWN_LOADING_SCREEN();
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}
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if (last_state == state || state == eTransitionState::TRANSITION_STATE_EMPTY || state > eTransitionState::TRANSITION_STATE_DLC_INTRO_BINK)
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if (last_state == state
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|| state == eTransitionState::TRANSITION_STATE_EMPTY
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|| state > eTransitionState::TRANSITION_STATE_DLC_INTRO_BINK)
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{
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return;
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return;
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}
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if (HUD::BUSYSPINNER_IS_ON())
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if (HUD::BUSYSPINNER_IS_ON())
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{
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HUD::BUSYSPINNER_OFF();
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HUD::BUSYSPINNER_OFF();
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}
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// sometimes when going into a single player mission or transition this one remains on screen permanently
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// sometimes when going into a single player mission or transition this one remains on screen permanently
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if (state == eTransitionState::TRANSITION_STATE_TERMINATE_MAINTRANSITION)
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if (state == eTransitionState::TRANSITION_STATE_TERMINATE_MAINTRANSITION)
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{
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return;
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return;
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}
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HUD::BEGIN_TEXT_COMMAND_BUSYSPINNER_ON("STRING");
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if ((int)state > 0 && (int)std::size(transition_states))
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HUD::ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(
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{
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fmt::format("{} | {}", transition_states[(int)state], state).c_str()
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HUD::BEGIN_TEXT_COMMAND_BUSYSPINNER_ON("STRING");
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);
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auto const spinner_text = fmt::format("{} | {}", transition_states[(int)state], state);
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HUD::END_TEXT_COMMAND_BUSYSPINNER_ON(5);
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HUD::ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(spinner_text.c_str());
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HUD::END_TEXT_COMMAND_BUSYSPINNER_ON(5);
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}
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last_state = state;
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last_state = state;
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}
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}
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}
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}
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@ -104,8 +104,7 @@ namespace big
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TRANSITION_STATE_WAITING_FOR_EXTERNAL_TERMINATION_CALL,
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TRANSITION_STATE_WAITING_FOR_EXTERNAL_TERMINATION_CALL,
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TRANSITION_STATE_TERMINATE_MAINTRANSITION,
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TRANSITION_STATE_TERMINATE_MAINTRANSITION,
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TRANSITION_STATE_WAIT_FOR_DIRTY_LOAD_CONFIRM,
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TRANSITION_STATE_WAIT_FOR_DIRTY_LOAD_CONFIRM,
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TRANSITION_STATE_DLC_INTRO_BINK,
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TRANSITION_STATE_DLC_INTRO_BINK
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TRANSITION_STATE_MAX = INT_MAX
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};
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};
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enum eVehicleFlags
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enum eVehicleFlags
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