mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-21 20:11:12 +00:00
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
This commit is contained in:
commit
6d68091f3f
4 changed files with 25 additions and 13 deletions
|
@ -983,7 +983,7 @@ void D_StartTitle(void)
|
|||
emeralds = 0;
|
||||
memset(&luabanks, 0, sizeof(luabanks));
|
||||
lastmaploaded = 0;
|
||||
pickedchar = R_SkinAvailable(cv_defaultskin.string);
|
||||
pickedchar = R_SkinAvailable(cv_skin.string);
|
||||
|
||||
// In case someone exits out at the same time they start a time attack run,
|
||||
// reset modeattacking
|
||||
|
|
14
src/g_game.c
14
src/g_game.c
|
@ -1363,11 +1363,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
|
|||
axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL);
|
||||
if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0))
|
||||
cmd->buttons |= BT_FIRENORMAL;
|
||||
|
||||
|
||||
// Toss flag button
|
||||
if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG))
|
||||
cmd->buttons |= BT_TOSSFLAG;
|
||||
|
||||
|
||||
// Shield button
|
||||
axis = PlayerJoyAxis(ssplayer, JA_SHIELD);
|
||||
if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD) || (usejoystick && axis > 0))
|
||||
|
@ -4018,7 +4018,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
|
|||
INT32 i;
|
||||
INT16 newmapnum;
|
||||
boolean spec = G_IsSpecialStage(gamemap);
|
||||
|
||||
|
||||
// go to next level
|
||||
// newmapnum is 0-based, unlike gamemap
|
||||
if (nextmapoverride != 0)
|
||||
|
@ -4122,7 +4122,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
|
|||
|
||||
if (spec && (!gottoken || ignoretokens) && !nextmapoverride)
|
||||
newmapnum = lastmap; // Exiting from a special stage? Go back to the game. Tails 08-11-2001
|
||||
|
||||
|
||||
if (!(gametyperules & GTR_CAMPAIGN))
|
||||
{
|
||||
if (cv_advancemap.value == 0) // Stay on same map.
|
||||
|
@ -4130,7 +4130,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
|
|||
else if (cv_advancemap.value == 2) // Go to random map.
|
||||
newmapnum = RandMap(G_TOLFlag(gametype_to_use), prevmap);
|
||||
}
|
||||
|
||||
|
||||
return newmapnum;
|
||||
}
|
||||
|
||||
|
@ -4140,7 +4140,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
|
|||
static void G_DoCompleted(void)
|
||||
{
|
||||
INT32 i;
|
||||
|
||||
|
||||
tokenlist = 0; // Reset the list
|
||||
|
||||
if (modeattacking && pausedelay)
|
||||
|
@ -4168,7 +4168,7 @@ static void G_DoCompleted(void)
|
|||
//Get and set prevmap/nextmap
|
||||
prevmap = (INT16)(gamemap-1);
|
||||
nextmap = G_GetNextMap(false, false);
|
||||
|
||||
|
||||
automapactive = false;
|
||||
|
||||
// We are committed to this map now.
|
||||
|
|
10
src/m_menu.c
10
src/m_menu.c
|
@ -7000,7 +7000,10 @@ static void M_LevelSelectWarp(INT32 choice)
|
|||
if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
|
||||
{
|
||||
if (cursaveslot > 0) // do we have a save slot to load?
|
||||
{
|
||||
CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this
|
||||
G_LoadGame((UINT32)cursaveslot, startmap); // reload from SP save data: this is needed to keep score/lives/continues from reverting to defaults
|
||||
}
|
||||
else // no save slot, start new game but keep the current skin
|
||||
{
|
||||
M_ClearMenus(true);
|
||||
|
@ -8649,9 +8652,14 @@ static void M_LoadSelect(INT32 choice)
|
|||
M_NewGame();
|
||||
}
|
||||
else if (savegameinfo[saveSlotSelected-1].gamemap & 8192) // Completed
|
||||
{
|
||||
M_LoadGameLevelSelect(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this
|
||||
G_LoadGame((UINT32)saveSlotSelected, 0);
|
||||
}
|
||||
|
||||
cursaveslot = saveSlotSelected;
|
||||
}
|
||||
|
@ -9510,6 +9518,8 @@ static void M_ChoosePlayer(INT32 choice)
|
|||
//lastmapsaved = 0;
|
||||
gamecomplete = 0;
|
||||
|
||||
CV_StealthSet(&cv_skin, skins[skinnum]->name);
|
||||
|
||||
G_DeferedInitNew(ultmode, G_BuildMapName(startmap), skinnum, false, fromlevelselect);
|
||||
COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
|
||||
|
||||
|
|
|
@ -1309,7 +1309,7 @@ static void SendNameAndColor(void)
|
|||
|
||||
SetColorLocal(consoleplayer, cv_playercolor.value);
|
||||
|
||||
if (splitscreen)
|
||||
if (splitscreen || (!pickedchar && stricmp(cv_skin.string, skins[consoleplayer]->name) != 0))
|
||||
SetSkinLocal(consoleplayer, R_SkinAvailable(cv_skin.string));
|
||||
else
|
||||
SetSkinLocal(consoleplayer, pickedchar);
|
||||
|
@ -4609,7 +4609,7 @@ static void Command_ExitLevel_f(void)
|
|||
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Allow exiting without cheating if at least one player beat the level
|
||||
// Consistent with just setting playersforexit to one
|
||||
if (splitscreen || multiplayer)
|
||||
|
@ -4623,7 +4623,7 @@ static void Command_ExitLevel_f(void)
|
|||
continue;
|
||||
if (players[i].lives <= 0)
|
||||
continue;
|
||||
|
||||
|
||||
if ((players[i].pflags & PF_FINISHED) || players[i].exiting)
|
||||
{
|
||||
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
|
||||
|
@ -4631,7 +4631,7 @@ static void Command_ExitLevel_f(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Only consider it a cheat if we're not allowed to go to the next map
|
||||
if (M_CampaignWarpIsCheat(gametype, G_GetNextMap(true, true) + 1, serverGamedata))
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Cheats must be enabled to force exit to a locked level!\n"));
|
||||
|
@ -4770,7 +4770,7 @@ static void Command_Cheats_f(void)
|
|||
G_SetUsedCheats(false);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (usedCheats)
|
||||
CONS_Printf(M_GetText("Cheats are enabled, the game cannot be saved.\n"));
|
||||
else
|
||||
|
@ -4942,6 +4942,8 @@ static boolean Skin2_CanChange(const char *valstr)
|
|||
*/
|
||||
static void Skin_OnChange(void)
|
||||
{
|
||||
pickedchar = R_SkinAvailable(cv_skin.string);
|
||||
|
||||
if (!Playing())
|
||||
return;
|
||||
|
||||
|
|
Loading…
Reference in a new issue