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Merge branch 'extras-levelselect-fix' into 'next'
Extras level select fix See merge request STJr/SRB2!2084
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commit
1f799257a1
1 changed files with 16 additions and 2 deletions
16
src/m_menu.c
16
src/m_menu.c
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@ -7112,8 +7112,22 @@ static void M_LevelSelectWarp(INT32 choice)
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fromlevelselect = true;
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fromlevelselect = true;
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if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
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if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
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{
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if (cursaveslot > 0) // do we have a save slot to load?
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G_LoadGame((UINT32)cursaveslot, startmap); // reload from SP save data: this is needed to keep score/lives/continues from reverting to defaults
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G_LoadGame((UINT32)cursaveslot, startmap); // reload from SP save data: this is needed to keep score/lives/continues from reverting to defaults
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else
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else // no save slot, start new game but keep the current skin
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{
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M_ClearMenus(true);
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G_DeferedInitNew(false, G_BuildMapName(startmap), cv_skin.value, false, fromlevelselect); // Not sure about using cv_skin here, but it seems fine in testing.
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COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
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if (levelselect.rows)
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Z_Free(levelselect.rows);
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levelselect.rows = NULL;
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}
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}
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else // start new game
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{
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{
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cursaveslot = 0;
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cursaveslot = 0;
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M_SetupChoosePlayer(0);
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M_SetupChoosePlayer(0);
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