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https://git.do.srb2.org/STJr/SRB2.git
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* Level Platter system added to Record/NiGHTS Attack modes.
* Made quality-of-life improvement for starting the player off on the "right" map more reliable.
This commit is contained in:
parent
3574b598d6
commit
a23da9ae43
5 changed files with 183 additions and 43 deletions
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@ -1532,6 +1532,8 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
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// The supplied data are assumed to be good.
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I_Assert(delay >= 0 && delay <= 2);
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CV_SetValue(&cv_nextmap, mapnum);
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CONS_Debug(DBG_GAMELOGIC, "Map change: mapnum=%d gametype=%d ultmode=%d resetplayers=%d delay=%d skipprecutscene=%d\n",
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mapnum, newgametype, pultmode, resetplayers, delay, skipprecutscene);
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186
src/m_menu.c
186
src/m_menu.c
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@ -238,7 +238,9 @@ menu_t MISC_ScrambleTeamDef, MISC_ChangeTeamDef;
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// Single Player
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static void M_LoadGame(INT32 choice);
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static void M_TimeAttackLevelSelect(INT32 choice);
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static void M_TimeAttack(INT32 choice);
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static void M_NightsAttackLevelSelect(INT32 choice);
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static void M_NightsAttack(INT32 choice);
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static void M_Statistics(INT32 choice);
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static void M_ReplayTimeAttack(INT32 choice);
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@ -354,6 +356,7 @@ static void M_HandleFogColor(INT32 choice);
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static void M_HandleVideoMode(INT32 choice);
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// Consvar onchange functions
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static boolean M_SetNextMapOnPlatter(void);
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static void Nextmap_OnChange(void);
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static void Newgametype_OnChange(void);
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static void Dummymares_OnChange(void);
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@ -667,8 +670,8 @@ static menuitem_t SR_EmblemHintMenu[] =
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static menuitem_t SP_MainMenu[] =
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{
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{IT_CALL | IT_STRING, NULL, "Start Game", M_LoadGame, 92},
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{IT_SECRET, NULL, "Record Attack", M_TimeAttack, 100},
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{IT_SECRET, NULL, "NiGHTS Mode", M_NightsAttack, 108},
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{IT_SECRET, NULL, "Record Attack", M_TimeAttackLevelSelect, 100},
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{IT_SECRET, NULL, "NiGHTS Mode", M_NightsAttackLevelSelect, 108},
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{IT_CALL | IT_STRING | IT_CALL_NOTMODIFIED, NULL, "Statistics", M_Statistics, 116},
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};
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@ -692,6 +695,12 @@ static menuitem_t SP_LevelSelectMenu[] =
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{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
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};
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// Single Player Time Attack Level Select
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static menuitem_t SP_TimeAttackLevelSelectMenu[] =
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{
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{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
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};
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// Single Player Time Attack
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static menuitem_t SP_TimeAttackMenu[] =
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{
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@ -784,6 +793,12 @@ static menuitem_t SP_NightsGhostMenu[] =
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{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_NightsAttackDef, 50}
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};
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// Single Player Nights Attack Level Select
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static menuitem_t SP_NightsAttackLevelSelectMenu[] =
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{
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{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
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};
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// Single Player Nights Attack
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static menuitem_t SP_NightsAttackMenu[] =
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{
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@ -1478,7 +1493,7 @@ menu_t SP_LevelSelectDef =
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{
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NULL,
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sizeof (SP_LevelSelectMenu)/sizeof (menuitem_t),
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&SP_LoadDef,
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&MainDef, // Doesn't matter.
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SP_LevelSelectMenu,
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M_DrawLevelPlatterMenu,
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0, 0,
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@ -1509,6 +1524,17 @@ menu_t SP_LevelStatsDef =
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NULL
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};
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menu_t SP_TimeAttackLevelSelectDef =
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{
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"M_ATTACK",
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sizeof (SP_TimeAttackLevelSelectMenu)/sizeof (menuitem_t),
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&MainDef, // Doesn't matter.
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SP_TimeAttackLevelSelectMenu,
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M_DrawLevelPlatterMenu,
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0, 0,
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0,
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NULL
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};
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static menu_t SP_TimeAttackDef =
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{
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"M_ATTACK",
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@ -1518,7 +1544,7 @@ static menu_t SP_TimeAttackDef =
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M_DrawTimeAttackMenu,
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32, 40,
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0,
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NULL
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M_SetNextMapOnPlatter
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};
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static menu_t SP_ReplayDef =
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{
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@ -1554,6 +1580,17 @@ static menu_t SP_GhostDef =
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NULL
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};
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menu_t SP_NightsAttackLevelSelectDef =
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{
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"M_NIGHTS", // HAMALAYAN
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sizeof (SP_NightsAttackLevelSelectMenu)/sizeof (menuitem_t),
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&MainDef, // Doesn't matter.
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SP_NightsAttackLevelSelectMenu,
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M_DrawLevelPlatterMenu,
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0, 0,
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0,
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NULL
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};
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static menu_t SP_NightsAttackDef =
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{
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"M_NIGHTS",
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@ -1563,7 +1600,7 @@ static menu_t SP_NightsAttackDef =
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M_DrawNightsAttackMenu,
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32, 40,
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0,
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NULL
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M_SetNextMapOnPlatter
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};
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static menu_t SP_NightsReplayDef =
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{
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@ -1775,6 +1812,7 @@ static void Nextmap_OnChange(void)
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if (currentMenu == &SP_NightsAttackDef)
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{
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M_SetNextMapOnPlatter();
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CV_StealthSetValue(&cv_dummymares, 0);
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// Hide the record changing CVAR if only one mare is available.
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if (!nightsrecords[cv_nextmap.value-1] || nightsrecords[cv_nextmap.value-1]->nummares < 2)
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@ -2414,7 +2452,7 @@ boolean M_Responder(event_t *ev)
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multiplayer = false;
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}
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if (currentMenu == &SP_TimeAttackDef || currentMenu == &SP_NightsAttackDef)
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if ((currentMenu->prevMenu == &MainDef) && (currentMenu == &SP_TimeAttackDef || currentMenu == &SP_NightsAttackDef))
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{
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// D_StartTitle does its own wipe, since GS_TIMEATTACK is now a complete gamestate.
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menuactive = false;
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@ -3604,6 +3642,27 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
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return rows;
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}
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static boolean M_SetNextMapOnPlatter(void)
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{
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INT32 row, col = 0;
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while (col < 3)
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{
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row = 0;
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while (row < levelselect.numrows)
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{
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if (levelselect.rows[row].maplist[col] == cv_nextmap.value)
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{
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lsrow = row;
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lscol = col;
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return true;
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}
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row++;
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}
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col++;
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}
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return true;
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}
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//
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// M_PrepareLevelPlatter
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//
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@ -3613,7 +3672,7 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
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static boolean M_PrepareLevelPlatter(INT32 gt)
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{
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INT32 numrows = M_CountRowsToShowOnPlatter(gt);
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INT32 mapnum, desiredmap, col = 0, row = 0;
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INT32 mapnum, col = 0, row = 0;
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if (!numrows)
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return false;
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@ -3630,8 +3689,6 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
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// done here so lsrow and lscol can be set if cv_nextmap is on the platter
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lsrow = lscol = lstic = lshli = lsoffs[0] = lsoffs[1] = 0;
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desiredmap = ((Playing()) ? gamemap: cv_nextmap.value);
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for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
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{
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if (M_CanShowLevelOnPlatter(mapnum, gt))
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@ -3655,7 +3712,7 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
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levelselect.rows[row].maplist[col] = mapnum+1; // putting the map on the platter
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levelselect.rows[row].mapavailable[col] = M_LevelAvailableOnPlatter(mapnum);
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if (desiredmap == mapnum+1) // A little quality of life improvement.
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if (cv_nextmap.value == mapnum+1) // A little quality of life improvement.
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{
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lsrow = row;
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lscol = col;
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@ -3810,10 +3867,17 @@ static void M_HandleLevelPlatter(INT32 choice)
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case KEY_ENTER:
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selectvalnextmapnobrace(lscol)
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M_LevelSelectWarp(0);
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lsoffs[0] = lsoffs[1] = 0;
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S_StartSound(NULL,sfx_menu1);
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if (gamestate == GS_TIMEATTACK)
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{
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if (currentMenu == &SP_TimeAttackLevelSelectDef)
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M_TimeAttack(-1);
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else
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M_NightsAttack(-1);
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}
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else
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M_LevelSelectWarp(0);
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}
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else if (!lsoffs[0]) // prevent sound spam
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{
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@ -3833,7 +3897,16 @@ static void M_HandleLevelPlatter(INT32 choice)
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if (exitmenu)
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{
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if (currentMenu->prevMenu)
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{
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if (gamestate == GS_TIMEATTACK)
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{
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// D_StartTitle does its own wipe, since GS_TIMEATTACK is now a complete gamestate.
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menuactive = false;
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D_StartTitle();
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}
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else
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M_SetupNextMenu (currentMenu->prevMenu);
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}
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else
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M_ClearMenus(true);
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}
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@ -3917,6 +3990,9 @@ static void M_DrawLevelPlatterMenu(void)
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if (++lstic == 32)
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lstic = 0;
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if (gamestate == GS_TIMEATTACK)
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V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
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// finds row at top of the screen
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while (y > 0)
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{
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@ -3948,6 +4024,8 @@ static void M_DrawLevelPlatterMenu(void)
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lsoffs[1] = 2*lsoffs[1]/3;
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else
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lsoffs[1] = 0;
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M_DrawMenuTitle();
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}
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#undef basey
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@ -5825,13 +5903,34 @@ void M_DrawTimeAttackMenu(void)
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}
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}
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static void M_TimeAttackLevelSelect(INT32 choice)
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{
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(void)choice;
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levellistmode = LLM_RECORDATTACK;
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if (!M_PrepareLevelPlatter(-1))
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{
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M_StartMessage(M_GetText("No record-attackable levels found.\n"),NULL,MM_NOTHING);
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return;
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}
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memset(skins_cons_t, 0, sizeof (skins_cons_t));
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M_PatchSkinNameTable();
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M_SetupNextMenu(&SP_TimeAttackLevelSelectDef);
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G_SetGamestate(GS_TIMEATTACK);
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S_ChangeMusicInternal("_inter", true);
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}
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// Going to Time Attack menu...
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static void M_TimeAttack(INT32 choice)
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{
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(void)choice;
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memset(skins_cons_t, 0, sizeof (skins_cons_t));
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const boolean direct = (choice != -1); // Are we coming from SP_TimeAtttackLevelSelect?
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if (direct)
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{
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SP_TimeAttackDef.prevMenu = &MainDef;
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levellistmode = LLM_RECORDATTACK; // Don't be dependent on cv_newgametype
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if (M_CountLevelsToShowInList() == 0)
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@ -5840,16 +5939,25 @@ static void M_TimeAttack(INT32 choice)
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return;
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}
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memset(skins_cons_t, 0, sizeof (skins_cons_t));
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M_PatchSkinNameTable();
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M_PrepareLevelSelect();
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M_SetupNextMenu(&SP_TimeAttackDef);
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Nextmap_OnChange();
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}
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else
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SP_TimeAttackDef.prevMenu = currentMenu;
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itemOn = tastart; // "Start" is selected.
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M_SetupNextMenu(&SP_TimeAttackDef);
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if (direct)
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{
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Nextmap_OnChange();
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G_SetGamestate(GS_TIMEATTACK);
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S_ChangeMusicInternal("_inter", true);
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}
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itemOn = tastart; // "Start" is selected.
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}
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// Drawing function for Nights Attack
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@ -5957,13 +6065,34 @@ void M_DrawNightsAttackMenu(void)
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}
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}
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static void M_NightsAttackLevelSelect(INT32 choice)
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{
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(void)choice;
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levellistmode = LLM_NIGHTSATTACK;
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if (!M_PrepareLevelPlatter(-1))
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{
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M_StartMessage(M_GetText("No NiGHTS-attackable levels found.\n"),NULL,MM_NOTHING);
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return;
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}
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memset(skins_cons_t, 0, sizeof (skins_cons_t));
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M_PatchSkinNameTable();
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M_SetupNextMenu(&SP_NightsAttackLevelSelectDef);
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G_SetGamestate(GS_TIMEATTACK);
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S_ChangeMusicInternal("_inter", true);
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}
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// Going to Nights Attack menu...
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static void M_NightsAttack(INT32 choice)
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{
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(void)choice;
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memset(skins_cons_t, 0, sizeof (skins_cons_t));
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const boolean direct = (choice != -1); // Are we coming from SP_TimeAtttackLevelSelect?
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if (direct)
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{
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SP_NightsAttackDef.prevMenu = &MainDef;
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levellistmode = LLM_NIGHTSATTACK; // Don't be dependent on cv_newgametype
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if (M_CountLevelsToShowInList() == 0)
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@ -5973,16 +6102,25 @@ static void M_NightsAttack(INT32 choice)
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}
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// This is really just to make sure Sonic is the played character, just in case
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memset(skins_cons_t, 0, sizeof (skins_cons_t));
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M_PatchSkinNameTable();
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M_PrepareLevelSelect();
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M_SetupNextMenu(&SP_NightsAttackDef);
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Nextmap_OnChange();
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}
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else
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SP_NightsAttackDef.prevMenu = currentMenu;
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itemOn = nastart; // "Start" is selected.
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M_SetupNextMenu(&SP_NightsAttackDef);
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if (direct)
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{
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Nextmap_OnChange();
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G_SetGamestate(GS_TIMEATTACK);
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S_ChangeMusicInternal("_inter", true);
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}
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itemOn = nastart; // "Start" is selected.
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}
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// Player has selected the "START" from the nights attack screen
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@ -909,7 +909,7 @@ static inline boolean I_SkipFrame(void)
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case GS_LEVEL:
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if (!paused)
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return false;
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case GS_TIMEATTACK:
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//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
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case GS_WAITINGPLAYERS:
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return skip; // Skip odd frames
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default:
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@ -1311,7 +1311,7 @@ static inline boolean I_SkipFrame(void)
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case GS_LEVEL:
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if (!paused)
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return false;
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case GS_TIMEATTACK:
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//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
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case GS_WAITINGPLAYERS:
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return skip; // Skip odd frames
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default:
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@ -322,7 +322,7 @@ static inline boolean I_SkipFrame(void)
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case GS_LEVEL:
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if (!paused)
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return false;
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case GS_TIMEATTACK:
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//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
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#ifndef CLIENT_LOADINGSCREEN
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case GS_WAITINGPLAYERS:
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#endif
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