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handle file loading correctly
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parent
dd1ac23bdb
commit
e2e879a704
2 changed files with 15 additions and 7 deletions
14
src/g_game.c
14
src/g_game.c
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@ -1363,11 +1363,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL);
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if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0))
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cmd->buttons |= BT_FIRENORMAL;
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// Toss flag button
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if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG))
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cmd->buttons |= BT_TOSSFLAG;
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// Shield button
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axis = PlayerJoyAxis(ssplayer, JA_SHIELD);
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if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD) || (usejoystick && axis > 0))
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@ -4018,7 +4018,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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INT32 i;
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INT16 newmapnum;
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boolean spec = G_IsSpecialStage(gamemap);
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// go to next level
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// newmapnum is 0-based, unlike gamemap
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if (nextmapoverride != 0)
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@ -4122,7 +4122,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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if (spec && (!gottoken || ignoretokens) && !nextmapoverride)
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newmapnum = lastmap; // Exiting from a special stage? Go back to the game. Tails 08-11-2001
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if (!(gametyperules & GTR_CAMPAIGN))
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{
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if (cv_advancemap.value == 0) // Stay on same map.
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@ -4130,7 +4130,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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else if (cv_advancemap.value == 2) // Go to random map.
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newmapnum = RandMap(G_TOLFlag(gametype_to_use), prevmap);
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}
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return newmapnum;
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}
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@ -4140,7 +4140,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent)
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static void G_DoCompleted(void)
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{
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INT32 i;
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tokenlist = 0; // Reset the list
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if (modeattacking && pausedelay)
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@ -4168,7 +4168,7 @@ static void G_DoCompleted(void)
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//Get and set prevmap/nextmap
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prevmap = (INT16)(gamemap-1);
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nextmap = G_GetNextMap(false, false);
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automapactive = false;
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// We are committed to this map now.
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@ -7000,7 +7000,10 @@ static void M_LevelSelectWarp(INT32 choice)
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if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
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{
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if (cursaveslot > 0) // do we have a save slot to load?
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{
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CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this
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G_LoadGame((UINT32)cursaveslot, startmap); // reload from SP save data: this is needed to keep score/lives/continues from reverting to defaults
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}
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else // no save slot, start new game but keep the current skin
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{
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M_ClearMenus(true);
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@ -8649,9 +8652,14 @@ static void M_LoadSelect(INT32 choice)
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M_NewGame();
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}
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else if (savegameinfo[saveSlotSelected-1].gamemap & 8192) // Completed
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{
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M_LoadGameLevelSelect(0);
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}
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else
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{
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CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this
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G_LoadGame((UINT32)saveSlotSelected, 0);
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}
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cursaveslot = saveSlotSelected;
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}
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