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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
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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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if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
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{
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{
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if (cursaveslot > 0) // do we have a save slot to load?
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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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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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else // no save slot, start new game but keep the current skin
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{
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{
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M_ClearMenus(true);
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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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M_NewGame();
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}
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}
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else if (savegameinfo[saveSlotSelected-1].gamemap & 8192) // Completed
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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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M_LoadGameLevelSelect(0);
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}
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else
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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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G_LoadGame((UINT32)saveSlotSelected, 0);
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}
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cursaveslot = saveSlotSelected;
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cursaveslot = saveSlotSelected;
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}
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}
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