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Clear out some irrelevant/redundant functions now there are no non-platter Level Selects available.
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parent
05ebc93f6c
commit
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1 changed files with 6 additions and 37 deletions
43
src/m_menu.c
43
src/m_menu.c
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@ -1884,8 +1884,7 @@ menu_t OP_EraseDataDef = DEFAULTMENUSTYLE("M_DATA", OP_EraseDataMenu, &OP_DataOp
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// (there's only a couple anyway)
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// Prototypes
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static INT32 M_FindFirstMap(INT32 gtype);
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static INT32 M_GetFirstLevelInList(void);
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static INT32 M_GetFirstLevelInList(INT32 gt);
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// Nextmap. Used for Time Attack.
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static void Nextmap_OnChange(void)
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@ -2065,9 +2064,7 @@ static void Newgametype_OnChange(void)
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break;
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}
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CV_SetValue(&cv_nextmap, M_FindFirstMap(value));
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CV_AddValue(&cv_nextmap, -1);
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CV_AddValue(&cv_nextmap, 1);
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CV_SetValue(&cv_nextmap, M_GetFirstLevelInList(value));
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}
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}
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}
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@ -4125,15 +4122,6 @@ static void M_DrawLevelPlatterMenu(void)
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#undef lsbasey
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// Call before showing any level-select menus (Not necessary for platter-based ones)
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static void M_PrepareLevelSelect(void)
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{
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if (levellistmode != LLM_CREATESERVER)
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CV_SetValue(&cv_nextmap, M_GetFirstLevelInList());
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else
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Newgametype_OnChange(); // Make sure to start on an appropriate map if wads have been added
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}
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//
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// M_CanShowLevelInList
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//
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@ -4156,12 +4144,12 @@ static INT32 M_CountLevelsToShowInList(void)
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return count;
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}
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static INT32 M_GetFirstLevelInList(void)
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static INT32 M_GetFirstLevelInList(INT32 gt)
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{
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INT32 mapnum;
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for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
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if (M_CanShowLevelInList(mapnum, -1))
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if (M_CanShowLevelInList(mapnum, gt))
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return mapnum + 1;
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return 1;
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@ -6024,7 +6012,7 @@ static void M_TimeAttack(INT32 choice)
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M_PatchSkinNameTable();
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M_PrepareLevelSelect();
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Newgametype_OnChange();
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}
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else
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SP_TimeAttackDef.prevMenu = currentMenu;
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@ -6214,7 +6202,7 @@ static void M_NightsAttack(INT32 choice)
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// This is really just to make sure Sonic is the played character, just in case
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M_PatchSkinNameTable();
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M_PrepareLevelSelect();
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Newgametype_OnChange();
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}
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else
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SP_NightsAttackDef.prevMenu = currentMenu;
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@ -6837,25 +6825,6 @@ static void M_ChooseRoom(INT32 choice)
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// Start Server Menu
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//===========================================================================
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//
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// FindFirstMap
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//
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// Finds the first map of a particular gametype
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// Defaults to 1 if nothing found.
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//
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static INT32 M_FindFirstMap(INT32 gtype)
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{
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INT32 i;
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for (i = 0; i < NUMMAPS; i++)
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{
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if (mapheaderinfo[i] && (mapheaderinfo[i]->typeoflevel & gtype))
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return i + 1;
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}
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return 1;
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}
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static void M_StartServer(INT32 choice)
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{
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boolean StartSplitScreenGame = (currentMenu == &MP_SplitServerDef);
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