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Moved Y_EndGame from y_inter.c/h to g_game.c/h, renamed it to G_EndGame
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8196c59557
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5 changed files with 37 additions and 36 deletions
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@ -1733,7 +1733,7 @@ static void F_AdvanceToNextScene(void)
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void F_EndCutScene(void)
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{
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cutsceneover = true; // do this first, just in case Y_EndGame or something wants to turn it back false later
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cutsceneover = true; // do this first, just in case G_EndGame or something wants to turn it back false later
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if (runningprecutscene)
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{
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if (server)
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@ -1748,7 +1748,7 @@ void F_EndCutScene(void)
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else if (nextmap < 1100-1)
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G_NextLevel();
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else
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Y_EndGame();
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G_EndGame();
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}
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}
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34
src/g_game.c
34
src/g_game.c
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@ -2911,7 +2911,7 @@ void G_AfterIntermission(void)
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if (nextmap < 1100-1)
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G_NextLevel();
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else
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Y_EndGame();
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G_EndGame();
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}
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}
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@ -2997,6 +2997,38 @@ static void G_DoContinued(void)
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gameaction = ga_nothing;
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}
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//
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// G_EndGame (formerly Y_EndGame)
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// Franky this function fits better in g_game.c than it does in y_inter.c
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//
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// ...Gee, (why) end the game?
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// Because Y_FollowIntermission and F_EndCutscene would
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// both do this exact same thing *in different ways* otherwise,
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// which made it so that you could only unlock Ultimate mode
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// if you had a cutscene after the final level and crap like that.
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// This function simplifies it so only one place has to be updated
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// when something new is added.
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void G_EndGame(void)
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{
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// Only do evaluation and credits in coop games.
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if (gametype == GT_COOP)
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{
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if (nextmap == 1102-1) // end game with credits
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{
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F_StartCredits();
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return;
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}
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if (nextmap == 1101-1) // end game with evaluation
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{
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F_StartGameEvaluation();
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return;
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}
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}
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// 1100 or competitive multiplayer, so go back to title screen.
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D_StartTitle();
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}
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//
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// G_LoadGameSettings
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//
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@ -171,6 +171,7 @@ void G_NextLevel(void);
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void G_Continue(void);
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void G_UseContinue(void);
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void G_AfterIntermission(void);
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void G_EndGame(void); // moved from y_inter.c/h and renamed
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void G_Ticker(boolean run);
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boolean G_Responder(event_t *ev);
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@ -1794,37 +1794,6 @@ void Y_EndIntermission(void)
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usebuffer = false;
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}
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//
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// Y_EndGame
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//
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// Why end the game?
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// Because Y_FollowIntermission and F_EndCutscene would
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// both do this exact same thing *in different ways* otherwise,
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// which made it so that you could only unlock Ultimate mode
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// if you had a cutscene after the final level and crap like that.
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// This function simplifies it so only one place has to be updated
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// when something new is added.
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void Y_EndGame(void)
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{
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// Only do evaluation and credits in coop games.
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if (gametype == GT_COOP)
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{
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if (nextmap == 1102-1) // end game with credits
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{
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F_StartCredits();
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return;
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}
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if (nextmap == 1101-1) // end game with evaluation
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{
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F_StartGameEvaluation();
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return;
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}
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}
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// 1100 or competitive multiplayer, so go back to title screen.
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D_StartTitle();
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}
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//
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// Y_FollowIntermission
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//
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@ -1850,7 +1819,7 @@ static void Y_FollowIntermission(void)
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return;
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}
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Y_EndGame();
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G_EndGame();
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}
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#define UNLOAD(x) Z_ChangeTag(x, PU_CACHE); x = NULL
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@ -15,7 +15,6 @@ void Y_IntermissionDrawer(void);
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void Y_Ticker(void);
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void Y_StartIntermission(void);
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void Y_EndIntermission(void);
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void Y_EndGame(void);
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typedef enum
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{
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