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Force the display of FREE PLAY on the pre-rankingsmode part of the intermission screen, since it's important to show what it was. When in rankingsmode, THAT'S when it's able to freely change with the number of players jumping in and out.
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parent
7564aa466e
commit
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1 changed files with 22 additions and 7 deletions
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@ -262,6 +262,7 @@ static void Y_CalculateMatchData(boolean rankingsmode, void (*comparison)(INT32)
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//
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void Y_IntermissionDrawer(void)
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{
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boolean forcefreeplay = false;
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INT32 i, whiteplayer = MAXPLAYERS, x = 4, hilicol = V_YELLOWMAP; // fallback
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if (intertype == int_none || rendermode == render_none)
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@ -363,7 +364,16 @@ void Y_IntermissionDrawer(void)
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{
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INT32 y = 48;
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char name[MAXPLAYERNAME+1];
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const char *timeheader = (data.match.rankingsmode ? "RANK" : (intertype == int_race ? "TIME" : "SCORE"));
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const char *timeheader;
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if (data.match.rankingsmode)
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timeheader = "RANK";
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else
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{
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timeheader = (intertype == int_race ? "TIME" : "SCORE");
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if (data.match.numplayers <= 1)
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forcefreeplay = true;
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}
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// draw the level name
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V_DrawCenteredString(-4 + x + BASEVIDWIDTH/2, 20, 0, data.match.levelstring);
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@ -484,13 +494,18 @@ dotimer:
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if (netgame) // FREE PLAY?
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{
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// check to see if there's anyone else at all
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for (i = 0; i < MAXPLAYERS; i++)
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i = MAXPLAYERS;
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if (!forcefreeplay)
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{
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if (i == consoleplayer)
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continue;
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if (playeringame[i] && !stplyr->spectator)
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break;
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// check to see if there's anyone else at all
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (i == consoleplayer)
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continue;
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if (playeringame[i] && !stplyr->spectator)
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break;
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}
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}
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if (i == MAXPLAYERS)
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