function CinematicModeExBJ takes boolean cineMode, force forForce, real interfaceFadeTime returns nothing
// If the game hasn't started yet, perform interface fades immediately
if (not bj_gameStarted) then
set interfaceFadeTime = 0
endif
if (cineMode) then
// Save the UI state so that we can restore it later.
if (not bj_cineModeAlreadyIn) then
set bj_cineModeAlreadyIn = true
set bj_cineModePriorSpeed = GetGameSpeed()
set bj_cineModePriorFogSetting = IsFogEnabled()
set bj_cineModePriorMaskSetting = IsFogMaskEnabled()
set bj_cineModePriorDawnDusk = IsDawnDuskEnabled()
set bj_cineModeSavedSeed = GetRandomInt(0, 1000000)
endif
// Perform local changes
if (IsPlayerInForce(GetLocalPlayer(), forForce)) then
// Use only local code (no net traffic) within this block to avoid desyncs.
call ClearTextMessages()
call ShowInterface(false, interfaceFadeTime)
call EnableUserControl(false)
call EnableOcclusion(false)
call SetCineModeVolumeGroupsBJ()
endif
// Perform global changes
call SetGameSpeed(bj_CINEMODE_GAMESPEED)
call SetMapFlag(MAP_LOCK_SPEED, true)
call FogMaskEnable(false)
call FogEnable(false)
call EnableWorldFogBoundary(false)
call EnableDawnDusk(false)
// Use a fixed random seed, so that cinematics play consistently.
call SetRandomSeed(0)
else
set bj_cineModeAlreadyIn = false
// Perform local changes
if (IsPlayerInForce(GetLocalPlayer(), forForce)) then
// Use only local code (no net traffic) within this block to avoid desyncs.
call ShowInterface(true, interfaceFadeTime)
call EnableUserControl(true)
call EnableOcclusion(true)
call VolumeGroupReset()
call EndThematicMusic()
call CameraResetSmoothingFactorBJ()
endif
// Perform global changes
call SetMapFlag(MAP_LOCK_SPEED, false)
call SetGameSpeed(bj_cineModePriorSpeed)
call FogMaskEnable(bj_cineModePriorMaskSetting)
call FogEnable(bj_cineModePriorFogSetting)
call EnableWorldFogBoundary(true)
call EnableDawnDusk(bj_cineModePriorDawnDusk)
call SetRandomSeed(bj_cineModeSavedSeed)
endif
endfunction