refactor: get rid of tutorial level autoload

This commit is contained in:
Tropical 2026-03-12 03:31:11 -05:00
parent bbf8d2f06b
commit e3ce583f11
3 changed files with 0 additions and 37 deletions

View file

@ -172,22 +172,3 @@ void UIScene_Intro::handleGainFocus(bool navBack)
ui.NavigateToScene(0,eUIScene_MainMenu);
}
}
#ifdef __linux__
void UIScene_Intro::tick()
{
// Call base tick first (processes Iggy ticking)
UIScene::tick();
// Auto-skip the intro after 60 ticks (~2 seconds at 30fps)
// since we have no SWF renderer to play the intro animation
s_introTickCount++;
if(s_introTickCount == 60 && !m_bIgnoreNavigate)
{
fprintf(stderr, "[Linux] Auto-skipping intro -> MainMenu after %d ticks\n", s_introTickCount);
m_bIgnoreNavigate = true;
// Skip straight to MainMenu, bypassing SaveMessage (no SWF interaction possible)
ui.NavigateToScene(0, eUIScene_MainMenu);
}
}
#endif

View file

@ -45,10 +45,6 @@ public:
virtual void handleAnimationEnd();
virtual void handleGainFocus(bool navBack);
#ifdef __linux__
virtual void tick();
#endif
#ifdef __PSVITA__
virtual void handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased);
#endif

View file

@ -1802,20 +1802,6 @@ void UIScene_MainMenu::tick()
{
UIScene::tick();
#ifdef __linux__
{
static int s_mainMenuTickCount = 0;
s_mainMenuTickCount++;
if(s_mainMenuTickCount % 60 == 1) { fprintf(stderr, "[MM] tick %d\n", s_mainMenuTickCount); fflush(stderr); }
if(s_mainMenuTickCount == 90) // ~3 seconds at 30fps
{
fprintf(stderr, "[Linux] Auto-starting trial world from MainMenu after %d ticks\n", s_mainMenuTickCount);
LoadTrial();
return;
}
}
#endif
#if defined(__PS3__) || defined (__ORBIS__) || defined(__PSVITA__)
if(m_bLaunchFullVersionPurchase)
{