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Support loading The Lost Mission and librecoopd3xp via mods menu
by adding special cases for them that set `fs_game_base d3xp`. Unfortunately there is no more generic way to do this, as mods have no way to tell the engine if they need fs_game_base.
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2 changed files with 27 additions and 2 deletions
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@ -72,6 +72,8 @@ Note: Numbers starting with a "#" like #330 refer to the bugreport with that num
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* Improved compatibility with Wayland (#426)
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* Work around assertion in AlphaLabs4 due to "ride_of_death" yeeting
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the dead "monster_zsec_shotgun_12" into the void (#409)
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* Support loading some mods known to need `fs_game_base d3xp` via Mods menu
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(currently, *The Lost Mission* and *LibreCoop d3xp* are supported)
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1.5.1 (2021-03-14)
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------------------------------------------------------------------------
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@ -552,6 +552,30 @@ void idSessionLocal::UpdateMPLevelShot( void ) {
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guiMainMenu->SetStateString( "current_levelshot", screenshot );
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}
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// helper function to load a mod (from mods menu)
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static void loadMod(const idStr& modName)
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{
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// add special case for mods known to need fs_game_base d3xp
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static const char* d3xpMods[] = {
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// TODO: if there are more mods that need d3xp as base
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// (and that are supported by dhewm3), add them here
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"d3le", // The Lost Mission
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"librecoopd3xp"
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};
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const char* baseMod = "";
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for ( int i=0; i < sizeof(d3xpMods)/sizeof(d3xpMods[0]); ++i ) {
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if ( modName.Icmp( d3xpMods[i] ) == 0 ) {
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baseMod = "d3xp";
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break;
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}
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}
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cvarSystem->SetCVarString( "fs_game", modName );
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cvarSystem->SetCVarString( "fs_game_base", baseMod );
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reloadEngine menu\n" );
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}
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/*
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==============
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idSessionLocal::HandleMainMenuCommands
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@ -605,8 +629,7 @@ void idSessionLocal::HandleMainMenuCommands( const char *menuCommand ) {
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if ( !idStr::Icmp( cmd, "loadMod" ) ) {
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int choice = guiActive->State().GetInt( "modsList_sel_0" );
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if ( choice >= 0 && choice < modsList.Num() ) {
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cvarSystem->SetCVarString( "fs_game", modsList[ choice ] );
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reloadEngine menu\n" );
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loadMod( modsList[ choice ] );
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}
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}
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