Don't display the end screen at all with end_credits=no
Left the logic in the dialog mostly intact so that if the dialog is somehow invoked it doesn't display the title card, only the "The End" text.
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3 changed files with 6 additions and 4 deletions
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@ -63,6 +63,7 @@
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* Standard Location Filters now support gives_income=yes|no to make it simpler to match villages regardless of owner
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* Fixed ThemeWML `[label] font_rgb=` generating text elements with broken UTF-8 sequences.
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* abilities used like weapon can call a [teaching_anim] instead of [leading_anim] now.
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* The campaign end screen is no longer displayed when `[campaign]/[endlevel] end_credits=` is set to a false value.
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### Miscellaneous and Bug Fixes
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* Added support for 1.14’s tag names in `[terrain_defaults]` (issue #5308).
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* Replaced legacy SDL_ttf/FriBidi-based font rendering used in old GUI1 code paths with Pango.
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@ -341,7 +341,9 @@ LEVEL_RESULT campaign_controller::play_game()
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preferences::add_completed_campaign(
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state_.classification().campaign, state_.classification().difficulty);
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gui2::dialogs::outro::display(state_.classification());
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if(state_.classification().end_credits) {
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gui2::dialogs::outro::display(state_.classification());
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}
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}
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return res;
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@ -45,10 +45,9 @@ outro::outro(const game_classification& info)
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text_.push_back(_("The End"));
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}
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text_.push_back("<span size='large'>" + info.campaign_name + "</span>");
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// We only show the end text and the title if credits were turned off
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if(info.end_credits) {
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text_.push_back("<span size='large'>" + info.campaign_name + "</span>");
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const auto campaign_credits = about::get_campaign_credits(info.campaign);
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if(campaign_credits != about::get_credits_data().end()) {
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