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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-22 12:31:32 +00:00
Don't reload all files if removing an unimportant one
This commit is contained in:
parent
12599c6272
commit
2876a02466
14 changed files with 62 additions and 66 deletions
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@ -3884,8 +3884,6 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
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// wake up the status bar
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ST_Start();
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// wake up the heads up text
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HU_Start();
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if (camera.chase && !splitscreenplayer)
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P_ResetCamera(newplayer, &camera);
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14
src/d_main.c
14
src/d_main.c
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@ -1761,6 +1761,8 @@ void D_SRB2Main(void)
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// Reload all files.
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void D_ReloadFiles(void)
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{
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game_reloading = true;
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// Set the initial state
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G_InitialState();
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@ -1777,7 +1779,6 @@ void D_ReloadFiles(void)
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Patch_FreeTag(PU_PATCH_LOWPRIORITY);
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Patch_FreeTag(PU_PATCH_ROTATED);
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Patch_FreeTag(PU_SPRITE);
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Patch_FreeTag(PU_HUDGFX);
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// Load SOC and Lua.
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for (INT32 i = 0; i < numwadfiles; i++)
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@ -1795,23 +1796,18 @@ void D_ReloadFiles(void)
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P_InitPicAnims();
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// Flush and reload HUD graphics
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ST_UnloadGraphics();
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HU_LoadGraphics();
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ST_LoadGraphics();
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ST_ReloadSkinFaceGraphics();
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game_reloading = false;
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}
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void D_RestartGame(boolean remove_all_addons)
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{
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// Remove all addons
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W_ClearCachedData();
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W_UnloadAddons(remove_all_addons);
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// Reload all files
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game_reloading = true;
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D_ReloadFiles();
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game_reloading = false;
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}
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const char *D_Home(void)
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10
src/g_game.c
10
src/g_game.c
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@ -4349,15 +4349,13 @@ void G_InitialState(void)
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// Delete all skins.
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R_DelSkins();
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// Stop all sound effects.
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S_StopSounds();
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S_ClearSfx();
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for (INT32 i = 0; i < NUMSFX; i++)
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// Clear all added sound effects.
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for (INT32 i = sfx_freeslot0; i <= sfx_lastskinsoundslot; i++)
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{
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if (S_sfx[i].lumpnum != LUMPERROR)
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{
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S_RemoveSoundFx(i);
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S_sfx[i].lumpnum = LUMPERROR;
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S_sfx[i].priority = 0;
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I_FreeSfx(&S_sfx[i]);
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}
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}
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@ -75,11 +75,9 @@ patch_t *ttlnum[10]; // act numbers (0-9)
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patch_t *ntb_font[NT_FONTSIZE];
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patch_t *nto_font[NT_FONTSIZE];
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static player_t *plr;
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boolean chat_on; // entering a chat message?
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static char w_chat[HU_MAXMSGLEN + 1];
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static size_t c_input = 0; // let's try to make the chat input less shitty.
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static boolean headsupactive = false;
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boolean hu_showscores; // draw rankings
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static char hu_tick;
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@ -341,24 +339,6 @@ void HU_Init(void)
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luahuddrawlist_scores = LUA_HUD_CreateDrawList();
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}
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static inline void HU_Stop(void)
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{
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headsupactive = false;
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}
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//
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// Reset Heads up when consoleplayer spawns
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//
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void HU_Start(void)
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{
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if (headsupactive)
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HU_Stop();
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plr = &players[consoleplayer];
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headsupactive = true;
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}
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//======================================================================
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// EXECUTION
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//======================================================================
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@ -104,9 +104,6 @@ void HU_Init(void);
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void HU_LoadGraphics(void);
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// reset heads up when consoleplayer respawns.
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void HU_Start(void);
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boolean HU_Responder(event_t *ev);
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void HU_Ticker(void);
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void HU_Drawer(void);
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@ -11676,8 +11676,6 @@ void P_AfterPlayerSpawn(INT32 playernum)
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{
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// wake up the status bar
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ST_Start();
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// wake up the heads up text
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HU_Start();
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}
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p->drawangle = mobj->angle;
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@ -7846,7 +7846,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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// As oddly named as this is, this handles music only.
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// We should be fine starting it here.
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// Don't do this during titlemap, because the menu code handles music by itself.
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S_Start();
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S_PlayMapMusic(false);
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}
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levelfadecol = (ranspecialwipe) ? 0 : 31;
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@ -2431,7 +2431,7 @@ boolean S_FadeOutStopMusic(UINT32 ms)
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// Kills playing sounds at start of level,
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// determines music if any, changes music.
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//
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void S_StartEx(boolean reset)
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void S_PlayMapMusic(boolean reset)
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{
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if (mapmusflags & MUSIC_RELOADRESET)
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{
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@ -125,8 +125,7 @@ void S_InitSfxChannels(INT32 sfxVolume);
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//
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void S_StopSounds(void);
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void S_ClearSfx(void);
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void S_StartEx(boolean reset);
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#define S_Start() S_StartEx(false)
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void S_PlayMapMusic(boolean reset);
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//
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// Basically a W_GetNumForName that adds "ds" at the beginning of the string. Returns a lumpnum.
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@ -151,7 +151,7 @@ static void Midiplayer_Onchange(void)
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Mix_Timidity_addToPathList(cv_miditimiditypath.string);
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if (restart)
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S_StartEx(true);
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S_PlayMapMusic(true);
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}
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static void MidiSoundfontPath_Onchange(void)
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@ -189,7 +189,7 @@ static void MidiSoundfontPath_Onchange(void)
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if (!Mix_SetSoundFonts(cv_midisoundfontpath.string))
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CONS_Alert(CONS_ERROR, "Sound font error: %s", Mix_GetError());
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else
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S_StartEx(true);
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S_PlayMapMusic(true);
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}
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}
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}
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@ -915,7 +915,7 @@ void S_RemoveSoundFx(sfxenum_t id)
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&& S_sfx[id].priority != 0)
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{
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S_sfx[id].lumpnum = LUMPERROR;
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I_FreeSfx(&S_sfx[id]);
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S_sfx[id].priority = 0;
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I_FreeSfx(&S_sfx[id]);
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}
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}
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@ -403,16 +403,6 @@ void ST_UnLoadFaceGraphics(INT32 skinnum)
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W_UnlockCachedPatch(superprefix[skinnum]);
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}
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static inline void ST_InitData(void)
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{
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// 'link' the statusbar display to a player, which could be
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// another player than consoleplayer, for example, when you
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// change the view in a multiplayer demo with F12.
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stplyr = &players[displayplayer];
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st_palette = -1;
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}
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static inline void ST_Stop(void)
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{
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if (st_stopped)
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@ -428,7 +418,12 @@ void ST_Start(void)
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if (!st_stopped)
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ST_Stop();
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ST_InitData();
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// 'link' the statusbar display to a player, which could be
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// another player than consoleplayer, for example, when you
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// change the view in a multiplayer demo with F12.
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stplyr = &players[displayplayer];
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st_palette = -1;
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st_stopped = false;
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}
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44
src/w_wad.c
44
src/w_wad.c
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@ -64,6 +64,8 @@
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#include "i_time.h"
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#include "i_system.h"
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#include "i_video.h" // rendermode
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "md5.h"
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#include "lua_script.h"
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#ifdef SCANTHINGS
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@ -1237,11 +1239,25 @@ void W_LoadFileScripts(UINT16 wadfilenum, boolean mainfile)
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}
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}
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/** Unloads a file.
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*/
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void W_UnloadWadFile(UINT16 num)
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{
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G_SaveGameData(clientGamedata);
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boolean is_important = wadfiles[num]->important;
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if (is_important)
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G_SaveGameData(clientGamedata);
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// Clear all added sound effects for this file
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for (INT32 i = sfx_freeslot0; i <= sfx_lastskinsoundslot; i++)
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{
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if (S_sfx[i].lumpnum != LUMPERROR && WADFILENUM(S_sfx[i].lumpnum) == num)
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{
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S_sfx[i].lumpnum = LUMPERROR;
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S_sfx[i].priority = 0;
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I_FreeSfx(&S_sfx[i]);
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}
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}
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W_ClearCachedData();
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W_UnloadFile(wadfiles[num]);
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@ -1251,18 +1267,34 @@ void W_UnloadWadFile(UINT16 num)
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for (UINT16 i = num; i < numwadfiles; i++)
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wadfiles[i] = wadfiles[i + 1];
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game_reloading = true;
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if (!is_important)
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{
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HU_LoadGraphics();
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ST_LoadGraphics();
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ST_ReloadSkinFaceGraphics();
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S_PlayMapMusic(true);
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return;
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}
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D_ReloadFiles();
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G_LoadGameData(clientGamedata);
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M_CopyGameData(serverGamedata, clientGamedata);
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game_reloading = false;
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G_AfterFileDeletion();
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}
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void W_ClearCachedData(void)
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{
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// Stop all sounds, stop current music
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S_StopSounds();
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S_ClearSfx();
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S_StopMusic();
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// Unload HUD graphics
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ST_UnloadGraphics();
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}
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void W_UnloadAddons(boolean remove_all_addons)
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{
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for (UINT16 i = mainwads + 1; i < numwadfiles;)
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@ -182,6 +182,9 @@ void W_UnloadWadFile(UINT16 num);
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// Unloads all addons.
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void W_UnloadAddons(boolean remove_all_addons);
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// Call before W_UnloadAddons or W_UnloadWadFile
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void W_ClearCachedData(void);
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const char *W_CheckNameForNumPwad(UINT16 wad, UINT16 lump);
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const char *W_CheckNameForNum(lumpnum_t lumpnum);
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