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begin titlemap
idk my bff jill
This commit is contained in:
parent
a979b425e0
commit
7e43272932
4 changed files with 31 additions and 11 deletions
18
src/d_main.c
18
src/d_main.c
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@ -318,6 +318,12 @@ static void D_Display(void)
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// do buffered drawing
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switch (gamestate)
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{
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case GS_TITLESCREEN:
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if (!gamemap) {
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F_TitleScreenDrawer();
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break;
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}
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// Intentional fall-through
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case GS_LEVEL:
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if (!gametic)
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break;
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@ -366,10 +372,6 @@ static void D_Display(void)
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HU_Drawer();
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break;
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case GS_TITLESCREEN:
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F_TitleScreenDrawer();
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break;
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case GS_WAITINGPLAYERS:
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// The clientconnect drawer is independent...
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case GS_DEDICATEDSERVER:
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@ -379,9 +381,10 @@ static void D_Display(void)
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// clean up border stuff
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// see if the border needs to be initially drawn
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if (gamestate == GS_LEVEL)
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if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && gamemap))
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{
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// draw the view directly
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if (!automapactive && !dedicated && cv_renderview.value)
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{
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if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
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@ -436,7 +439,10 @@ static void D_Display(void)
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lastdraw = false;
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}
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ST_Drawer();
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if (gamestate == GS_LEVEL)
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ST_Drawer();
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else
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F_TitleScreenDrawer();
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HU_Drawer();
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}
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@ -31,6 +31,7 @@
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#include "m_random.h"
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#include "y_inter.h"
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#include "m_cond.h"
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#include "p_local.h"
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// Stage of animation:
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// 0 = text, 1 = art screen
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@ -999,7 +1000,7 @@ static const char *credits[] = {
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"",
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"\1Sprite Artists",
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"Odi \"Iceman404\" Atunzu",
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"Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D:
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"Victor \"VAdaPEGA\" Ara\x1Fjo", // Ara<EFBFBD>jo -- sorry for our limited font! D:
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"Jim \"MotorRoach\" DeMello",
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"Desmond \"Blade\" DesJardins",
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"Sherman \"CoatRack\" DesJardins",
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@ -1423,13 +1424,16 @@ void F_StartTitleScreen(void)
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finalecount = 0;
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else
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wipegamestate = GS_TITLESCREEN;
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gamemap = 533; titlescrollspeed = (int32_t)ANG1; //@TODO don't hardcode bich
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G_DoLoadLevel(true);
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G_SetGamestate(GS_TITLESCREEN);
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CON_ClearHUD();
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players[displayplayer].playerstate = PST_DEAD; // Don't spawn the player in dummy (I'm still a filthy cheater)
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//CON_ClearHUD();
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// IWAD dependent stuff.
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S_ChangeMusicInternal("_title", looptitle);
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animtimer = 0;
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demoDelayLeft = demoDelayTime;
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@ -1459,7 +1463,9 @@ void F_TitleScreenDrawer(void)
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return; // We likely came here from retrying. Don't do a damn thing.
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// Draw that sky!
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F_SkyScroll(titlescrollspeed);
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if (!gamemap) {
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F_SkyScroll(titlescrollspeed);
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}
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// Don't draw outside of the title screewn, or if the patch isn't there.
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if (!ttwing || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS))
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@ -1513,6 +1519,13 @@ void F_TitleScreenTicker(boolean run)
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if (gameaction != ga_nothing || gamestate != GS_TITLESCREEN)
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return;
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// Do a lil' camera spin if a title map is loaded.
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if (gamemap) {
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camera.x = camera.y = camera.height = camera.aiming = 0;
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camera.z = 128*FRACUNIT;
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camera.angle += titlescrollspeed;
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}
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// no demos to play? or, are they disabled?
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if (!cv_rollingdemos.value || !numDemos)
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return;
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@ -1985,6 +1985,7 @@ void G_Ticker(boolean run)
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break;
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case GS_TITLESCREEN:
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if (gamemap) P_Ticker(run); // then intentionally fall through
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case GS_WAITINGPLAYERS:
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F_TitleScreenTicker(run);
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break;
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@ -165,7 +165,7 @@ fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
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boolean P_AutoPause(void)
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{
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// Don't pause even on menu-up or focus-lost in netgames or record attack
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if (netgame || modeattacking)
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if (netgame || modeattacking || gamestate == GS_TITLESCREEN)
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return false;
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return (menuactive || window_notinfocus);
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