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https://git.do.srb2.org/KartKrew/Kart-Public.git
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Merge branch 'sp_fixes' into 'master'
Singleplayer fixes (no, not record attack, the *other* one) See merge request KartKrew/Kart!46
This commit is contained in:
commit
adb2fad43c
5 changed files with 19 additions and 16 deletions
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@ -2383,11 +2383,12 @@ static void Command_Suicide(void)
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}*/
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}*/
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// Retry is quicker. Probably should force people to use it.
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// Retry is quicker. Probably should force people to use it.
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if (!(netgame || multiplayer))
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// nope, this is srb2kart - a complete retry is overkill
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/*if (!(netgame || multiplayer))
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{
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{
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CONS_Printf(M_GetText("You can't use this in Single Player! Use \"retry\" instead.\n"));
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CONS_Printf(M_GetText("You can't use this in Single Player! Use \"retry\" instead.\n"));
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return;
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return;
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}
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}*/
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SendNetXCmd(XD_SUICIDE, &buf, 4);
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SendNetXCmd(XD_SUICIDE, &buf, 4);
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}
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}
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@ -4787,10 +4788,10 @@ void Command_Retry_f(void)
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CONS_Printf(M_GetText("You must be in a level to use this.\n"));
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CONS_Printf(M_GetText("You must be in a level to use this.\n"));
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else if (netgame || multiplayer)
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else if (netgame || multiplayer)
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CONS_Printf(M_GetText("This only works in single player.\n"));
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CONS_Printf(M_GetText("This only works in single player.\n"));
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else if (!&players[consoleplayer] || players[consoleplayer].lives <= 1)
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/*else if (!&players[consoleplayer] || players[consoleplayer].lives <= 1)
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CONS_Printf(M_GetText("You can't retry without any lives remaining!\n"));
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CONS_Printf(M_GetText("You can't retry without any lives remaining!\n"));
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else if (G_IsSpecialStage(gamemap))
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else if (G_IsSpecialStage(gamemap))
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CONS_Printf(M_GetText("You can't retry special stages!\n"));
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CONS_Printf(M_GetText("You can't retry special stages!\n"));*/
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else
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else
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{
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{
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M_ClearMenus(true);
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M_ClearMenus(true);
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10
src/g_game.c
10
src/g_game.c
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@ -2100,10 +2100,12 @@ void G_Ticker(boolean run)
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G_ClearRetryFlag();
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G_ClearRetryFlag();
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// Costs a life to retry ... unless the player in question is dead already.
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// Costs a life to retry ... unless the player in question is dead already.
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if (G_GametypeUsesLives() && players[consoleplayer].playerstate == PST_LIVE)
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/*if (G_GametypeUsesLives() && players[consoleplayer].playerstate == PST_LIVE)
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players[consoleplayer].lives -= 1;
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players[consoleplayer].lives -= 1;
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G_DoReborn(consoleplayer);
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G_DoReborn(consoleplayer);*/
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D_MapChange(gamemap, gametype, cv_kartencore.value, true, 1, false, false);
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}
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}
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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@ -2935,7 +2937,7 @@ void G_DoReborn(INT32 playernum)
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if (oldmo)
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if (oldmo)
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G_ChangePlayerReferences(oldmo, players[playernum].mo);
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G_ChangePlayerReferences(oldmo, players[playernum].mo);
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}
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}
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else if (countdowntimeup || (!multiplayer && gametype == GT_COOP))
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/*else if (countdowntimeup || (!multiplayer && !modeattacking))
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{
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{
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// reload the level from scratch
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// reload the level from scratch
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if (countdowntimeup)
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if (countdowntimeup)
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@ -3004,7 +3006,7 @@ void G_DoReborn(INT32 playernum)
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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}
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}
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#endif
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#endif
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}
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}*/
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else
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else
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{
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{
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// respawn at the start
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// respawn at the start
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10
src/m_menu.c
10
src/m_menu.c
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@ -2865,18 +2865,18 @@ void M_StartControlPanel(void)
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}
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}
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else if (!(netgame || multiplayer)) // Single Player
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else if (!(netgame || multiplayer)) // Single Player
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{
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{
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if (gamestate != GS_LEVEL || ultimatemode) // intermission, so gray out stuff.
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if (gamestate != GS_LEVEL /*|| ultimatemode*/) // intermission, so gray out stuff.
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{
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{
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SPauseMenu[spause_pandora].status = (M_SecretUnlocked(SECRET_PANDORA)) ? (IT_GRAYEDOUT) : (IT_DISABLED);
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SPauseMenu[spause_pandora].status = (M_SecretUnlocked(SECRET_PANDORA)) ? (IT_GRAYEDOUT) : (IT_DISABLED);
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SPauseMenu[spause_retry].status = IT_GRAYEDOUT;
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SPauseMenu[spause_retry].status = IT_GRAYEDOUT;
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}
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}
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else
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else
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{
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{
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INT32 numlives = 2;
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//INT32 numlives = 2;
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SPauseMenu[spause_pandora].status = (M_SecretUnlocked(SECRET_PANDORA)) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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SPauseMenu[spause_pandora].status = (M_SecretUnlocked(SECRET_PANDORA)) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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if (&players[consoleplayer])
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/*if (&players[consoleplayer])
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{
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{
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numlives = players[consoleplayer].lives;
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numlives = players[consoleplayer].lives;
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if (players[consoleplayer].playerstate != PST_LIVE)
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if (players[consoleplayer].playerstate != PST_LIVE)
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@ -2887,7 +2887,7 @@ void M_StartControlPanel(void)
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// for me to want to use the short if statement syntax
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// for me to want to use the short if statement syntax
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if (numlives <= 1 || G_IsSpecialStage(gamemap))
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if (numlives <= 1 || G_IsSpecialStage(gamemap))
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SPauseMenu[spause_retry].status = (IT_GRAYEDOUT);
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SPauseMenu[spause_retry].status = (IT_GRAYEDOUT);
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else
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else*/
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SPauseMenu[spause_retry].status = (IT_STRING | IT_CALL);
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SPauseMenu[spause_retry].status = (IT_STRING | IT_CALL);
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}
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}
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@ -4962,7 +4962,7 @@ static void M_RetryResponse(INT32 ch)
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static void M_Retry(INT32 choice)
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static void M_Retry(INT32 choice)
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{
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{
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(void)choice;
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(void)choice;
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M_StartMessage(M_GetText("Retry this act from the last starpost?\n\n(Press 'Y' to confirm)\n"),M_RetryResponse,MM_YESNO);
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M_StartMessage(M_GetText("Start this race over?\n\n(Press 'Y' to confirm)\n"),M_RetryResponse,MM_YESNO);
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}
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}
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static void M_SelectableClearMenus(INT32 choice)
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static void M_SelectableClearMenus(INT32 choice)
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@ -2209,7 +2209,7 @@ static void P_LevelInitStuff(void)
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players[i].lives = cv_startinglives.value;
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players[i].lives = cv_startinglives.value;
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}
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}
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#else
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#else
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players[i].lives = 1;
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players[i].lives = 1; // SRB2Kart
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#endif
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#endif
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players[i].realtime = countdown = countdown2 = 0;
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players[i].realtime = countdown = countdown2 = 0;
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@ -2699,7 +2699,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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player->jumpfactor = skin->jumpfactor;
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player->jumpfactor = skin->jumpfactor;
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if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback || modeattacking))
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/*if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback || modeattacking))
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{
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{
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if (playernum == consoleplayer)
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if (playernum == consoleplayer)
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CV_StealthSetValue(&cv_playercolor, skin->prefcolor);
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CV_StealthSetValue(&cv_playercolor, skin->prefcolor);
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@ -2712,7 +2712,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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player->skincolor = skin->prefcolor;
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player->skincolor = skin->prefcolor;
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if (player->mo)
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if (player->mo)
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player->mo->color = player->skincolor;
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player->mo->color = player->skincolor;
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}
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}*/
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if (player->mo)
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if (player->mo)
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P_SetScale(player->mo, player->mo->scale);
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P_SetScale(player->mo, player->mo->scale);
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