Trooper Dan, on 15 March 2013 - 01:07 PM, said:
Uh yeah, I should have checked the log, it works now. Since the per-player gamevar declaration was partially working, I didn't consider the possibility that it was invalid.
What was probably happening is that the Gv_GetVar() call returned -1, which is often used as a "error condition" marker in C code and that value got interpreted as the logo flags. Of course, -1 has all bits set...
The broader issue though is that the CON parser/interpreter permits a lot of sloppiness on the user side when it should give decent error messages or warn instead. This case is rather benign.
Fox, on 15 March 2013 - 01:32 PM, said:
I suppose that during some instances of the game, such as while checking if it should display the Shareware or Ten screens, the player doesn't exist, not even as a placeholder, so it fails to make the check if LOGO_FLAGS is a per-player variable.
What exactly LOGO_FLAG_STOPANIMSOUNDS does? I tested it, but I couldn't figure it out.
Hendricks266, in r3545, said:
Make stopping of all sounds after completion of LOGO.ANM conditional on the newly introduced (LOGO_FLAGS & LOGO_STOPANIMSOUNDS). Modifies r3217.