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Fix custom assets not being unmounted when exiting from editor/credits

If you exited from the editor, custom assets would not be unmounted. But
I made sure to put the FILESYSTEM_unmountassets() before the
music.play(6) because otherwise the menu music wouldn't play.

You could also exit to the menu from a custom level using the
rollcredits() command, so I made sure to put a
FILESYSTEM_unmountassets() when returning to the menu from the credits
as well. I also made sure to put it before the music.playef(18) so
there's no risk of the sound effect not playing properly, or not playing
the non-level-specific one.

I added a comment to both FILESYSTEM_unmountasset()s to make sure anyone
reading the code is aware of the frame order dependency.
This commit is contained in:
Misa 2020-06-17 00:48:10 -07:00 committed by Ethan Lee
parent f9dfae0144
commit 44bd4ec0b7
2 changed files with 3 additions and 0 deletions

View file

@ -1,6 +1,7 @@
#include "Logic.h" #include "Logic.h"
#include "Script.h" #include "Script.h"
#include "Network.h" #include "Network.h"
#include "FileSystemUtils.h"
void titlelogic() void titlelogic()
{ {
@ -107,6 +108,7 @@ void gamecompletelogic2()
map.colstate = 10; map.colstate = 10;
game.gamestate = TITLEMODE; game.gamestate = TITLEMODE;
graphics.fademode = 4; graphics.fademode = 4;
FILESYSTEM_unmountassets(); // should be before music.playef(18)
music.playef(18); music.playef(18);
game.returntomenu(Menu::play); game.returntomenu(Menu::play);
game.createmenu(Menu::gamecompletecontinue); game.createmenu(Menu::gamecompletecontinue);

View file

@ -3589,6 +3589,7 @@ void editorlogic()
script.hardreset(); script.hardreset();
graphics.fademode = 4; graphics.fademode = 4;
music.haltdasmusik(); music.haltdasmusik();
FILESYSTEM_unmountassets(); // should be before music.play(6)
music.play(6); music.play(6);
map.nexttowercolour(); map.nexttowercolour();
ed.settingsmod=false; ed.settingsmod=false;