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Add "tutorialmode" var to help the game know when we're in a tutorial or not, add placeholder for tutorial HUD to test it works
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6 changed files with 20 additions and 0 deletions
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@ -714,6 +714,9 @@ void D_StartTitle(void)
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// reset modeattacking
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modeattacking = ATTACKING_NONE;
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// The title screen is obviously not a tutorial! (Unless I'm mistaken)
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tutorialmode = false;
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// empty maptol so mario/etc sounds don't play in sound test when they shouldn't
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maptol = 0;
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@ -1815,6 +1815,8 @@ static void Command_Map_f(void)
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else
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fromlevelselect = ((netgame || multiplayer) && ((gametype == newgametype) && (newgametype == GT_COOP)));
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tutorialmode = false; // warping takes us out of tutorial mode
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D_MapChange(newmapnum, newgametype, false, newresetplayers, 0, false, fromlevelselect);
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}
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@ -133,6 +133,7 @@ extern boolean hidetitlepics;
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extern INT16 bootmap; //bootmap for loading a map on startup
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extern INT16 tutorialmap; // map to load for tutorial
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extern boolean tutorialmode; // are we in a tutorial right now?
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extern boolean looptitle;
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@ -128,6 +128,7 @@ boolean hidetitlepics = false;
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INT16 bootmap; //bootmap for loading a map on startup
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INT16 tutorialmap = 0; // map to load for tutorial
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boolean tutorialmode = false; // are we in a tutorial right now?
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boolean looptitle = false;
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@ -6139,6 +6139,8 @@ static void M_StartTutorial(INT32 choice)
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if (!tutorialmap)
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return; // no map to go to, don't bother
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tutorialmode = true; // turn on tutorial mode
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emeralds = 0;
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M_ClearMenus(true);
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gamecomplete = false;
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@ -2465,6 +2465,13 @@ static void ST_overlayDrawer(void)
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ST_drawDebugInfo();
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}
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static void ST_drawTutorial(void)
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{
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// Nothing, ...yet
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// Except this for now, just to check it works
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V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, 0, "Tutorial placeholder");
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}
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void ST_Drawer(void)
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{
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#ifdef SEENAMES
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@ -2538,4 +2545,8 @@ void ST_Drawer(void)
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ST_overlayDrawer();
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}
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}
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// Draw tutorial text over everything else
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if (tutorialmode)
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ST_drawTutorial();
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}
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