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NUMGAMETYPES vs gametypecount
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parent
86ac94817a
commit
7807424633
7 changed files with 16 additions and 16 deletions
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@ -2114,7 +2114,7 @@ static void CL_ConnectToServer(boolean viams)
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UINT8 num = serverlist[i].info.gametype;
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const char *gametypestr = NULL;
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CONS_Printf(M_GetText("Connecting to: %s\n"), serverlist[i].info.servername);
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if (num < NUMGAMETYPES)
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if (num < gametypecount)
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gametypestr = Gametype_Names[num];
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if (gametypestr)
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CONS_Printf(M_GetText("Gametype: %s\n"), gametypestr);
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@ -1409,7 +1409,7 @@ void D_SRB2Main(void)
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if (newgametype == -1) // reached end of the list with no match
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{
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j = atoi(sgametype); // assume they gave us a gametype number, which is okay too
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if (j >= 0 && j < NUMGAMETYPES)
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if (j >= 0 && j < gametypecount)
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newgametype = (INT16)j;
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}
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@ -383,7 +383,7 @@ boolean timedemo_quit;
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INT16 gametype = GT_COOP;
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UINT32 gametyperules = 0;
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INT16 numgametypes = (GT_CTF + 1);
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INT16 gametypecount = (GT_CTF + 1);
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boolean splitscreen = false;
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boolean circuitmap = false;
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@ -1943,7 +1943,7 @@ static void Command_Map_f(void)
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if (isdigit(gametypename[0]))
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{
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d = atoi(gametypename);
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if (d >= 0 && d < NUMGAMETYPES)
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if (d >= 0 && d < gametypecount)
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newgametype = d;
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else
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{
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@ -1951,7 +1951,7 @@ static void Command_Map_f(void)
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"Gametype number %d is out of range. Use a number between"
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" 0 and %d inclusive. ...Or just use the name. :v\n",
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d,
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NUMGAMETYPES-1);
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gametypecount-1);
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Z_Free(realmapname);
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Z_Free(mapname);
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return;
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@ -2072,7 +2072,7 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
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gametype = READUINT8(*cp);
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G_SetGametype(gametype); // I fear putting that macro as an argument
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if (gametype < 0 || gametype >= NUMGAMETYPES)
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if (gametype < 0 || gametype >= gametypecount)
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gametype = lastgametype;
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else if (gametype != lastgametype)
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D_GameTypeChanged(lastgametype); // emulate consvar_t behavior for gametype
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@ -3624,7 +3624,7 @@ static void Command_ShowGametype_f(void)
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}
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// get name string for current gametype
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if (gametype >= 0 && gametype < NUMGAMETYPES)
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if (gametype >= 0 && gametype < gametypecount)
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gametypestr = Gametype_Names[gametype];
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if (gametypestr)
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@ -3891,9 +3891,9 @@ void D_GameTypeChanged(INT32 lastgametype)
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{
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const char *oldgt = NULL, *newgt = NULL;
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if (lastgametype >= 0 && lastgametype < NUMGAMETYPES)
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if (lastgametype >= 0 && lastgametype < gametypecount)
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oldgt = Gametype_Names[lastgametype];
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if (gametype >= 0 && lastgametype < NUMGAMETYPES)
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if (gametype >= 0 && lastgametype < gametypecount)
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newgt = Gametype_Names[gametype];
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if (oldgt && newgt)
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@ -85,7 +85,7 @@ extern boolean multiplayer;
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extern INT16 gametype;
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extern UINT32 gametyperules;
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extern INT16 numgametypes;
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extern INT16 gametypecount;
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extern boolean splitscreen;
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extern boolean circuitmap; // Does this level have 'circuit mode'?
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@ -3102,15 +3102,15 @@ void G_SetGametype(INT16 gtype)
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INT16 G_NewGametype(UINT32 rules)
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{
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INT32 i;
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INT16 newgtype = numgametypes;
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numgametypes++;
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INT16 newgtype = gametypecount;
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gametypecount++;
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// Set gametype rules.
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gametypedefaultrules[newgtype] = numgametypes;
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gametypedefaultrules[newgtype] = gametypecount;
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Gametype_Names[newgtype] = "???";
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// Update gametype_cons_t accordingly.
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for (i = 0; i < numgametypes; i++)
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for (i = 0; i < gametypecount; i++)
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{
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gametype_cons_t[i].value = i;
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gametype_cons_t[i].strvalue = Gametype_Names[i];
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@ -2066,7 +2066,7 @@ static void HU_drawGametype(void)
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{
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const char *strvalue = NULL;
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if (gametype < 0 || gametype >= NUMGAMETYPES)
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if (gametype < 0 || gametype >= gametypecount)
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return; // not a valid gametype???
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strvalue = Gametype_Names[gametype];
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@ -9932,7 +9932,7 @@ static void M_DrawConnectMenu(void)
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va("Ping: %u", (UINT32)LONG(serverlist[slindex].info.time)));
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gt = "Unknown";
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if (serverlist[slindex].info.gametype < NUMGAMETYPES)
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if (serverlist[slindex].info.gametype < gametypecount)
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gt = Gametype_Names[serverlist[slindex].info.gametype];
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V_DrawSmallString(currentMenu->x+46,S_LINEY(i)+8, globalflags,
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