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Merge branch 'marathoninfo2' into 'next'
Marathon Run fixes (Resolves #184) Closes #184 See merge request STJr/SRB2!1061
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commit
6c875a8097
3 changed files with 3 additions and 3 deletions
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@ -1684,7 +1684,7 @@ void F_GameEvaluationDrawer(void)
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endingtext = va("%s & %s, %s%s", skins[players[consoleplayer].skin].realname, skins[botskin-1].realname, rtatext, cuttext);
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endingtext = va("%s & %s, %s%s", skins[players[consoleplayer].skin].realname, skins[botskin-1].realname, rtatext, cuttext);
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else
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else
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endingtext = va("%s, %s%s", skins[players[consoleplayer].skin].realname, rtatext, cuttext);
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endingtext = va("%s, %s%s", skins[players[consoleplayer].skin].realname, rtatext, cuttext);
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V_DrawCenteredString(BASEVIDWIDTH/2, 182, (ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext);
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V_DrawCenteredString(BASEVIDWIDTH/2, 182, V_SNAPTOBOTTOM|(ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext);
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}
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}
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}
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}
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@ -4505,7 +4505,7 @@ void G_SaveGame(UINT32 slot, INT16 mapnum)
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{
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{
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UINT32 writetime = marathontime;
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UINT32 writetime = marathontime;
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if (!(marathonmode & MA_INGAME))
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if (!(marathonmode & MA_INGAME))
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marathontime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map
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writetime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map
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WRITEUINT32(save_p, writetime);
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WRITEUINT32(save_p, writetime);
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WRITEUINT8(save_p, (marathonmode & ~MA_INIT));
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WRITEUINT8(save_p, (marathonmode & ~MA_INIT));
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}
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}
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@ -3756,7 +3756,7 @@ boolean P_LoadLevel(boolean fromnetsave)
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if (!lastmaploaded) // Start a new game?
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if (!lastmaploaded) // Start a new game?
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{
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{
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// I'd love to do this in the menu code instead of here, but everything's a mess and I can't guarantee saving proper player struct info before the first act's started. You could probably refactor it, but it'd be a lot of effort. Easier to just work off known good code. ~toast 22/06/2020
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// I'd love to do this in the menu code instead of here, but everything's a mess and I can't guarantee saving proper player struct info before the first act's started. You could probably refactor it, but it'd be a lot of effort. Easier to just work off known good code. ~toast 22/06/2020
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if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking)
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if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || marathonmode)
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&& (!modifiedgame || savemoddata) && cursaveslot > 0)
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&& (!modifiedgame || savemoddata) && cursaveslot > 0)
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G_SaveGame((UINT32)cursaveslot, gamemap);
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G_SaveGame((UINT32)cursaveslot, gamemap);
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// If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.
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// If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.
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