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Added the Gametype_Names array and G_GetGametypeByName for ease in converting gametype nums to strings and vice versa
gametype_cons_t is now initialised using the Gametype_Names array, like how Color_cons_t is initialised using Color_Names # Conflicts: # src/doomstat.h # src/m_menu.c
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c0782aa89e
commit
2fb569857a
8 changed files with 90 additions and 95 deletions
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@ -2056,17 +2056,11 @@ static void CL_ConnectToServer(boolean viams)
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if (i != -1)
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{
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INT32 j;
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UINT8 num = serverlist[i].info.gametype;
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const char *gametypestr = NULL;
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CONS_Printf(M_GetText("Connecting to: %s\n"), serverlist[i].info.servername);
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for (j = 0; gametype_cons_t[j].strvalue; j++)
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{
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if (gametype_cons_t[j].value == serverlist[i].info.gametype)
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{
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gametypestr = gametype_cons_t[j].strvalue;
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break;
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}
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}
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if (num < NUMGAMETYPES)
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gametypestr = Gametype_Names[num];
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if (gametypestr)
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CONS_Printf(M_GetText("Gametype: %s\n"), gametypestr);
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CONS_Printf(M_GetText("Version: %d.%d.%u\n"), serverlist[i].info.version/100,
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10
src/d_main.c
10
src/d_main.c
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@ -1362,13 +1362,9 @@ void D_SRB2Main(void)
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INT16 newgametype = -1;
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const char *sgametype = M_GetNextParm();
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for (j = 0; gametype_cons_t[j].strvalue; j++)
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if (!strcasecmp(gametype_cons_t[j].strvalue, sgametype))
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{
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newgametype = (INT16)gametype_cons_t[j].value;
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break;
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}
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if (!gametype_cons_t[j].strvalue) // reached end of the list with no match
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newgametype = G_GetGametypeByName(sgametype);
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if (newgametype == -1) // reached end of the list with no match
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{
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j = atoi(sgametype); // assume they gave us a gametype number, which is okay too
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if (j >= 0 && j < NUMGAMETYPES)
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@ -409,6 +409,16 @@ const char *netxcmdnames[MAXNETXCMD - 1] =
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*/
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void D_RegisterServerCommands(void)
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{
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INT32 i;
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for (i = 0; i < NUMGAMETYPES; i++)
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{
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gametype_cons_t[i].value = i;
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gametype_cons_t[i].strvalue = Gametype_Names[i];
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}
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gametype_cons_t[NUMGAMETYPES].value = 0;
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gametype_cons_t[NUMGAMETYPES].strvalue = NULL;
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RegisterNetXCmd(XD_NAMEANDCOLOR, Got_NameAndColor);
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RegisterNetXCmd(XD_WEAPONPREF, Got_WeaponPref);
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RegisterNetXCmd(XD_MAP, Got_Mapcmd);
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@ -1639,7 +1649,7 @@ static void Command_Map_f(void)
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{
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const char *mapname;
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size_t i;
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INT32 j, newmapnum;
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INT32 newmapnum;
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boolean newresetplayers;
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INT32 newgametype = gametype;
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@ -1707,27 +1717,13 @@ static void Command_Map_f(void)
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return;
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}
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for (j = 0; gametype_cons_t[j].strvalue; j++)
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if (!strcasecmp(gametype_cons_t[j].strvalue, COM_Argv(i+1)))
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{
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// Don't do any variable setting here. Wait until you get your
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// map packet first to avoid sending the same info twice!
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newgametype = gametype_cons_t[j].value;
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newgametype = G_GetGametypeByName(COM_Argv(i+1));
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break;
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}
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if (!gametype_cons_t[j].strvalue) // reached end of the list with no match
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if (newgametype == -1) // reached end of the list with no match
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{
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// assume they gave us a gametype number, which is okay too
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for (j = 0; gametype_cons_t[j].strvalue != NULL; j++)
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{
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if (atoi(COM_Argv(i+1)) == gametype_cons_t[j].value)
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{
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newgametype = gametype_cons_t[j].value;
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break;
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}
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}
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INT32 j = atoi(COM_Argv(i+1)); // assume they gave us a gametype number, which is okay too
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if (j >= 0 && j < NUMGAMETYPES)
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newgametype = (INT16)j;
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}
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}
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@ -1742,12 +1738,11 @@ static void Command_Map_f(void)
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char gametypestring[32] = "Single Player";
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if (multiplayer)
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for (i = 0; gametype_cons_t[i].strvalue != NULL; i++)
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if (gametype_cons_t[i].value == newgametype)
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{
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strcpy(gametypestring, gametype_cons_t[i].strvalue);
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break;
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}
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{
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if (newgametype >= 0 && newgametype < NUMGAMETYPES
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&& Gametype_Names[newgametype])
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strcpy(gametypestring, Gametype_Names[newgametype]);
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}
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CONS_Alert(CONS_WARNING, M_GetText("%s doesn't support %s mode!\n(Use -force to override)\n"), mapname, gametypestring);
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return;
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@ -3486,7 +3481,6 @@ static void Command_ModDetails_f(void)
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//
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static void Command_ShowGametype_f(void)
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{
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INT32 j;
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const char *gametypestr = NULL;
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if (!(netgame || multiplayer)) // print "Single player" instead of "Co-op"
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@ -3494,15 +3488,11 @@ static void Command_ShowGametype_f(void)
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CONS_Printf(M_GetText("Current gametype is %s\n"), M_GetText("Single player"));
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return;
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}
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// find name string for current gametype
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for (j = 0; gametype_cons_t[j].strvalue; j++)
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{
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if (gametype_cons_t[j].value == gametype)
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{
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gametypestr = gametype_cons_t[j].strvalue;
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break;
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}
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}
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// get name string for current gametype
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if (gametype >= 0 && gametype < NUMGAMETYPES)
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gametypestr = Gametype_Names[gametype];
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if (gametypestr)
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CONS_Printf(M_GetText("Current gametype is %s\n"), gametypestr);
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else // string for current gametype was not found above (should never happen)
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@ -3644,15 +3634,13 @@ void D_GameTypeChanged(INT32 lastgametype)
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{
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if (netgame)
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{
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INT32 j;
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const char *oldgt = NULL, *newgt = NULL;
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for (j = 0; gametype_cons_t[j].strvalue; j++)
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{
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if (gametype_cons_t[j].value == lastgametype)
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oldgt = gametype_cons_t[j].strvalue;
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if (gametype_cons_t[j].value == gametype)
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newgt = gametype_cons_t[j].strvalue;
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}
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if (lastgametype >= 0 && lastgametype < NUMGAMETYPES)
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oldgt = Gametype_Names[lastgametype];
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if (gametype >= 0 && lastgametype < NUMGAMETYPES)
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newgt = Gametype_Names[gametype];
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if (oldgt && newgt)
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CONS_Printf(M_GetText("Gametype was changed from %s to %s\n"), oldgt, newgt);
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}
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@ -318,7 +318,10 @@ enum GameType
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NUMGAMETYPES
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};
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// If you alter this list, update gametype_cons_t in m_menu.c
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// If you alter this list, update dehacked.c, and Gametype_Names in g_game.c
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// String names for gametypes
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extern const char *Gametype_Names[NUMGAMETYPES];
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extern tic_t totalplaytime;
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32
src/g_game.c
32
src/g_game.c
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@ -2698,6 +2698,38 @@ void G_ExitLevel(void)
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}
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}
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// See also the enum GameType in doomstat.h
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const char *Gametype_Names[NUMGAMETYPES] =
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{
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"Co-op", // GT_COOP
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"Competition", // GT_COMPETITION
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"Race", // GT_RACE
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"Match", // GT_MATCH
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"Team Match", // GT_TEAMMATCH
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"Tag", // GT_TAG
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"Hide and Seek", // GT_HIDEANDSEEK
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"CTF" // GT_CTF
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};
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//
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// G_GetGametypeByName
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//
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// Returns the number for the given gametype name string, or -1 if not valid.
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//
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INT32 G_GetGametypeByName(const char *gametypestr)
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{
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INT32 i;
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for (i = 0; i < NUMGAMETYPES; i++)
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if (!stricmp(gametypestr, Gametype_Names[i]))
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return i;
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return -1; // unknown gametype
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}
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//
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// G_IsSpecialStage
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//
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@ -163,6 +163,7 @@ ATTRNORETURN void FUNCNORETURN G_StopMetalRecording(void);
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void G_StopDemo(void);
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boolean G_CheckDemoStatus(void);
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INT32 G_GetGametypeByName(const char *gametypestr);
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boolean G_IsSpecialStage(INT32 mapnum);
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boolean G_GametypeUsesLives(void);
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boolean G_GametypeHasTeams(void);
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@ -1952,19 +1952,17 @@ static void HU_DrawCEcho(void)
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static void HU_drawGametype(void)
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{
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INT32 i = 0;
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const char *strvalue = NULL;
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for (i = 0; gametype_cons_t[i].strvalue; i++)
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{
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if (gametype_cons_t[i].value == gametype)
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{
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if (splitscreen)
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V_DrawString(4, 184, 0, gametype_cons_t[i].strvalue);
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else
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V_DrawString(4, 192, 0, gametype_cons_t[i].strvalue);
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return;
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}
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}
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if (gametype < 0 || gametype >= NUMGAMETYPES)
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return; // not a valid gametype???
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strvalue = Gametype_Names[gametype];
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if (splitscreen)
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V_DrawString(4, 184, 0, strvalue);
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else
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V_DrawString(4, 192, 0, strvalue);
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}
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//
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27
src/m_menu.c
27
src/m_menu.c
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@ -347,23 +347,9 @@ static CV_PossibleValue_t skins_cons_t[MAXSKINS+1] = {{1, DEFAULTSKIN}};
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consvar_t cv_chooseskin = {"chooseskin", DEFAULTSKIN, CV_HIDEN|CV_CALL, skins_cons_t, Nextmap_OnChange, 0, NULL, NULL, 0, 0, NULL};
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// This gametype list is integral for many different reasons.
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// When you add gametypes here, don't forget to update them in CV_AddValue!
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CV_PossibleValue_t gametype_cons_t[] =
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{
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{GT_COOP, "Co-op"},
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// When you add gametypes here, don't forget to update them in dehacked.c and doomstat.h!
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CV_PossibleValue_t gametype_cons_t[NUMGAMETYPES+1];
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{GT_COMPETITION, "Competition"},
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{GT_RACE, "Race"},
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{GT_MATCH, "Match"},
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{GT_TEAMMATCH, "Team Match"},
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{GT_TAG, "Tag"},
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{GT_HIDEANDSEEK, "Hide and Seek"},
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{GT_CTF, "CTF"},
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{0, NULL}
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};
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consvar_t cv_newgametype = {"newgametype", "Co-op", CV_HIDEN|CV_CALL, gametype_cons_t, Newgametype_OnChange, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t serversort_cons_t[] = {
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@ -6545,7 +6531,7 @@ static void M_DrawRoomMenu(void)
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static void M_DrawConnectMenu(void)
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{
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UINT16 i, j;
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UINT16 i;
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const char *gt = "Unknown";
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INT32 numPages = (serverlistcount+(SERVERS_PER_PAGE-1))/SERVERS_PER_PAGE;
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va("Ping: %u", (UINT32)LONG(serverlist[slindex].info.time)));
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gt = "Unknown";
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for (j = 0; gametype_cons_t[j].strvalue; j++)
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{
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if (gametype_cons_t[j].value == serverlist[slindex].info.gametype)
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gt = gametype_cons_t[j].strvalue;
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}
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if (serverlist[slindex].info.gametype < NUMGAMETYPES)
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gt = Gametype_Names[serverlist[slindex].info.gametype];
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V_DrawSmallString(currentMenu->x+46,S_LINEY(i)+8, globalflags,
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va("Players: %02d/%02d", serverlist[slindex].info.numberofplayer, serverlist[slindex].info.maxplayer));
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