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Merge branch 'skinvarstuff' into 'next'
Update skin cvar from character select and compare against cvar when warping without a loaded file (resolves #1267, #1117, #1114, #1112) Closes #1112, #1114, #1117, and #1267 See merge request STJr/SRB2!2467
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commit
6d68091f3f
4 changed files with 25 additions and 13 deletions
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@ -983,7 +983,7 @@ void D_StartTitle(void)
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emeralds = 0;
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memset(&luabanks, 0, sizeof(luabanks));
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lastmaploaded = 0;
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pickedchar = R_SkinAvailable(cv_defaultskin.string);
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pickedchar = R_SkinAvailable(cv_skin.string);
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// In case someone exits out at the same time they start a time attack run,
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// reset modeattacking
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14
src/g_game.c
14
src/g_game.c
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@ -1363,11 +1363,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL);
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if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0))
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cmd->buttons |= BT_FIRENORMAL;
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// Toss flag button
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if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG))
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cmd->buttons |= BT_TOSSFLAG;
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// Shield button
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axis = PlayerJoyAxis(ssplayer, JA_SHIELD);
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if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD) || (usejoystick && axis > 0))
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@ -4018,7 +4018,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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INT32 i;
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INT16 newmapnum;
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boolean spec = G_IsSpecialStage(gamemap);
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// go to next level
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// newmapnum is 0-based, unlike gamemap
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if (nextmapoverride != 0)
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@ -4122,7 +4122,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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if (spec && (!gottoken || ignoretokens) && !nextmapoverride)
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newmapnum = lastmap; // Exiting from a special stage? Go back to the game. Tails 08-11-2001
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if (!(gametyperules & GTR_CAMPAIGN))
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{
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if (cv_advancemap.value == 0) // Stay on same map.
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@ -4130,7 +4130,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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else if (cv_advancemap.value == 2) // Go to random map.
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newmapnum = RandMap(G_TOLFlag(gametype_to_use), prevmap);
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}
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return newmapnum;
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}
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@ -4140,7 +4140,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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static void G_DoCompleted(void)
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{
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INT32 i;
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tokenlist = 0; // Reset the list
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if (modeattacking && pausedelay)
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@ -4168,7 +4168,7 @@ static void G_DoCompleted(void)
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//Get and set prevmap/nextmap
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prevmap = (INT16)(gamemap-1);
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nextmap = G_GetNextMap(false, false);
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automapactive = false;
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// We are committed to this map now.
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10
src/m_menu.c
10
src/m_menu.c
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@ -7000,7 +7000,10 @@ static void M_LevelSelectWarp(INT32 choice)
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if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
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{
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if (cursaveslot > 0) // do we have a save slot to load?
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{
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CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this
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G_LoadGame((UINT32)cursaveslot, startmap); // reload from SP save data: this is needed to keep score/lives/continues from reverting to defaults
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}
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else // no save slot, start new game but keep the current skin
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{
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M_ClearMenus(true);
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@ -8649,9 +8652,14 @@ static void M_LoadSelect(INT32 choice)
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M_NewGame();
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}
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else if (savegameinfo[saveSlotSelected-1].gamemap & 8192) // Completed
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{
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M_LoadGameLevelSelect(0);
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}
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else
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{
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CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this
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G_LoadGame((UINT32)saveSlotSelected, 0);
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}
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cursaveslot = saveSlotSelected;
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}
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@ -9510,6 +9518,8 @@ static void M_ChoosePlayer(INT32 choice)
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//lastmapsaved = 0;
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gamecomplete = 0;
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CV_StealthSet(&cv_skin, skins[skinnum]->name);
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G_DeferedInitNew(ultmode, G_BuildMapName(startmap), skinnum, false, fromlevelselect);
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COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
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@ -1309,7 +1309,7 @@ static void SendNameAndColor(void)
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SetColorLocal(consoleplayer, cv_playercolor.value);
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if (splitscreen)
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if (splitscreen || (!pickedchar && stricmp(cv_skin.string, skins[consoleplayer]->name) != 0))
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SetSkinLocal(consoleplayer, R_SkinAvailable(cv_skin.string));
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else
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SetSkinLocal(consoleplayer, pickedchar);
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@ -4609,7 +4609,7 @@ static void Command_ExitLevel_f(void)
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SendNetXCmd(XD_EXITLEVEL, NULL, 0);
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return;
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}
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// Allow exiting without cheating if at least one player beat the level
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// Consistent with just setting playersforexit to one
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if (splitscreen || multiplayer)
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@ -4623,7 +4623,7 @@ static void Command_ExitLevel_f(void)
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continue;
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if (players[i].lives <= 0)
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continue;
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if ((players[i].pflags & PF_FINISHED) || players[i].exiting)
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{
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SendNetXCmd(XD_EXITLEVEL, NULL, 0);
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@ -4631,7 +4631,7 @@ static void Command_ExitLevel_f(void)
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}
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}
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}
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// Only consider it a cheat if we're not allowed to go to the next map
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if (M_CampaignWarpIsCheat(gametype, G_GetNextMap(true, true) + 1, serverGamedata))
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CONS_Alert(CONS_NOTICE, M_GetText("Cheats must be enabled to force exit to a locked level!\n"));
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@ -4770,7 +4770,7 @@ static void Command_Cheats_f(void)
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G_SetUsedCheats(false);
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return;
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}
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if (usedCheats)
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CONS_Printf(M_GetText("Cheats are enabled, the game cannot be saved.\n"));
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else
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@ -4942,6 +4942,8 @@ static boolean Skin2_CanChange(const char *valstr)
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*/
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static void Skin_OnChange(void)
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{
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pickedchar = R_SkinAvailable(cv_skin.string);
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if (!Playing())
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return;
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