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Adds Zero Hour forwarding for intro skips and changes movie abort polling to key-up.
Prompt To Fix All With AI
Fix the following 2 code review issues. Work through them one at a time, proposing concise fixes.
---### Issue 1 of 2
Core/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp:324
**Variant-specific method call**`WindowXlat.cpp` is shared by both game variants, but only the Zero Hour `GameClient` declares and defines `skipCurrentIntroStage()`. The Generals build resolves this include to its own `GameClient.h`, which has no such member, so compiling the shared translator for Generals fails. Add the matching Generals API or keep this call behind the Zero Hour build path.
### Issue 2 of 2
Core/GameEngine/Source/GameClient/Intro.cpp:106-120
**Wait state consumes a skip**
When ESC is pressed again before `update()` has entered the next wait state, this branch only resets `m_waitUntilMs` and leaves the state unchanged. The next update then enters the logo screen or sizzle movie instead of skipping it, so rapid ESC presses can consume extra presses and require more than the documented three presses to finish the intro.
Can we have left mouse click as well, smartphones don't have esc buttons and console ports (or SDL3 with controllers) have this mapped to the start button.
Can we have left mouse click as well, smartphones don't have esc buttons and console ports (or SDL3 with controllers) have this mapped to the start button.
Outside the scope of this change imo.
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EnhancementIs new feature or requestGenRelates to GeneralsInputMinorSeverity: Minor < Major < Critical < BlockerZHRelates to Zero Hour
2 participants
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This change implements intro skipping with ESC button. Press ESC 3 times to skip the whole intro.
TODO