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Merge branch 'selectcuts' into 'next'
Fix single player level select conditions (resolves #1385) Closes #1385 See merge request STJr/SRB2!2609
This commit is contained in:
commit
20a72e2ece
1 changed files with 13 additions and 11 deletions
24
src/m_menu.c
24
src/m_menu.c
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@ -3917,12 +3917,16 @@ void M_StartControlPanel(void)
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}
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else if (!(netgame || multiplayer)) // Single Player
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{
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// Devmode unlocks Pandora's Box in the pause menu
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boolean pandora = ((M_SecretUnlocked(SECRET_PANDORA, serverGamedata) || cv_debug || devparm) && !marathonmode);
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// Devmode unlocks Pandora's Box and Level Select in the pause menu
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boolean isforbidden = (marathonmode || ultimatemode);
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boolean isdebug = ((cv_debug || devparm) && !isforbidden);
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boolean pandora = ((M_SecretUnlocked(SECRET_PANDORA, serverGamedata) && !isforbidden) || isdebug);
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boolean lselect = ((M_SecretUnlocked(SECRET_LEVELSELECT, serverGamedata) && !isforbidden) || isdebug);
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if (gamestate != GS_LEVEL || ultimatemode) // intermission, so gray out stuff.
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if (gamestate != GS_LEVEL) // intermission, so gray out stuff.
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{
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SPauseMenu[spause_pandora].status = (pandora) ? (IT_GRAYEDOUT) : (IT_DISABLED);
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SPauseMenu[spause_levelselect].status = (lselect) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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SPauseMenu[spause_retry].status = IT_GRAYEDOUT;
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}
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else
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@ -3932,6 +3936,11 @@ void M_StartControlPanel(void)
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++numlives;
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SPauseMenu[spause_pandora].status = (pandora) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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SPauseMenu[spause_levelselect].status = (lselect) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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if (ultimatemode)
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{
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SPauseMenu[spause_retry].status = IT_GRAYEDOUT;
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}
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// The list of things that can disable retrying is (was?) a little too complex
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// for me to want to use the short if statement syntax
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@ -3941,13 +3950,6 @@ void M_StartControlPanel(void)
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SPauseMenu[spause_retry].status = (IT_STRING | IT_CALL);
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}
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// We can always use level select though. :33
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// Guarantee it if we have either it unlocked or devmode is enabled
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if ((maplistoption != 0 || M_SecretUnlocked(SECRET_LEVELSELECT, serverGamedata) || cv_debug || devparm) && !marathonmode)
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SPauseMenu[spause_levelselect].status = (IT_STRING | IT_CALL);
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else
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SPauseMenu[spause_levelselect].status = (IT_DISABLED);
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// And emblem hints.
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SPauseMenu[spause_hints].status = (M_SecretUnlocked(SECRET_EMBLEMHINTS, clientGamedata) && !marathonmode) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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@ -7792,7 +7794,7 @@ static void M_PauseLevelSelect(INT32 choice)
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// and we have the level select unlocked so that it
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// transfers the level select list from the menu
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// used to enter the game to the pause menu.
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if (maplistoption == 0 && M_SecretUnlocked(SECRET_LEVELSELECT, serverGamedata))
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if (maplistoption == 0)
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maplistoption = 1;
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if (!M_PrepareLevelPlatter(-1, true))
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