diff --git a/src/g_game.c b/src/g_game.c index 8d19c9e7c..de95e9be3 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1363,11 +1363,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL); if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0)) cmd->buttons |= BT_FIRENORMAL; - + // Toss flag button if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG)) cmd->buttons |= BT_TOSSFLAG; - + // Shield button axis = PlayerJoyAxis(ssplayer, JA_SHIELD); if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD) || (usejoystick && axis > 0)) @@ -4018,7 +4018,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent) INT32 i; INT16 newmapnum; boolean spec = G_IsSpecialStage(gamemap); - + // go to next level // newmapnum is 0-based, unlike gamemap if (nextmapoverride != 0) @@ -4122,7 +4122,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent) if (spec && (!gottoken || ignoretokens) && !nextmapoverride) newmapnum = lastmap; // Exiting from a special stage? Go back to the game. Tails 08-11-2001 - + if (!(gametyperules & GTR_CAMPAIGN)) { if (cv_advancemap.value == 0) // Stay on same map. @@ -4130,7 +4130,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent) else if (cv_advancemap.value == 2) // Go to random map. newmapnum = RandMap(G_TOLFlag(gametype_to_use), prevmap); } - + return newmapnum; } @@ -4140,7 +4140,7 @@ INT16 G_GetNextMap(boolean ignoretokens, boolean silent) static void G_DoCompleted(void) { INT32 i; - + tokenlist = 0; // Reset the list if (modeattacking && pausedelay) @@ -4168,7 +4168,7 @@ static void G_DoCompleted(void) //Get and set prevmap/nextmap prevmap = (INT16)(gamemap-1); nextmap = G_GetNextMap(false, false); - + automapactive = false; // We are committed to this map now. diff --git a/src/m_menu.c b/src/m_menu.c index 798ab43df..a6deaae2f 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -7000,7 +7000,10 @@ static void M_LevelSelectWarp(INT32 choice) if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef) { if (cursaveslot > 0) // do we have a save slot to load? + { + CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this G_LoadGame((UINT32)cursaveslot, startmap); // reload from SP save data: this is needed to keep score/lives/continues from reverting to defaults + } else // no save slot, start new game but keep the current skin { M_ClearMenus(true); @@ -8649,9 +8652,14 @@ static void M_LoadSelect(INT32 choice) M_NewGame(); } else if (savegameinfo[saveSlotSelected-1].gamemap & 8192) // Completed + { M_LoadGameLevelSelect(0); + } else + { + CV_StealthSet(&cv_skin, DEFAULTSKIN); // already handled by loadgame so we don't want this G_LoadGame((UINT32)saveSlotSelected, 0); + } cursaveslot = saveSlotSelected; }