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relocate savedata code from P_LoadLevel to G_InitNew as well
(this doesn't fix !1064 yet, this just makes the code a bit tidier)
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d20ca3d919
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2 changed files with 14 additions and 12 deletions
14
src/g_game.c
14
src/g_game.c
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@ -5061,6 +5061,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
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players[i].starpostx = players[i].starposty = players[i].starpostz = 0;
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players[i].recordscore = 0;
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// default lives, continues and score
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if (netgame || multiplayer)
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{
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if (!FLS || (players[i].lives < 1))
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@ -5120,6 +5121,19 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
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automapactive = false;
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imcontinuing = false;
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// fetch saved data if available
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if (savedata.lives > 0)
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{
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numgameovers = savedata.numgameovers;
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players[consoleplayer].continues = savedata.continues;
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players[consoleplayer].lives = savedata.lives;
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players[consoleplayer].score = savedata.score;
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if ((botingame = ((botskin = savedata.botskin) != 0)))
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botcolor = skins[botskin-1].prefcolor;
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emeralds = savedata.emeralds;
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savedata.lives = 0;
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}
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if ((gametyperules & GTR_CUTSCENES) && !skipprecutscene && mapheaderinfo[gamemap-1]->precutscenenum && !modeattacking && !(marathonmode & MA_NOCUTSCENES)) // Start a custom cutscene.
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F_StartCustomCutscene(mapheaderinfo[gamemap-1]->precutscenenum-1, true, resetplayer, FLS);
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else
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@ -7795,18 +7795,6 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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R_InitMobjInterpolators();
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P_InitCachedActions();
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if (!fromnetsave && savedata.lives > 0)
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{
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numgameovers = savedata.numgameovers;
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players[consoleplayer].continues = savedata.continues;
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players[consoleplayer].lives = savedata.lives;
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players[consoleplayer].score = savedata.score;
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if ((botingame = ((botskin = savedata.botskin) != 0)))
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botcolor = skins[botskin-1].prefcolor;
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emeralds = savedata.emeralds;
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savedata.lives = 0;
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}
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// internal game map
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maplumpname = G_BuildMapName(gamemap);
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lastloadedmaplumpnum = W_CheckNumForMap(maplumpname);
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