Merge branch 'resetplayer-rodeo' into 'next'

Fix #1064

Closes #1064

See merge request STJr/SRB2!2081
This commit is contained in:
Sal 2023-08-01 02:25:43 +00:00
commit e442dc262e
4 changed files with 23 additions and 37 deletions

View file

@ -2146,12 +2146,6 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
if (demoplayback && !timingdemo)
precache = false;
if (resetplayer && !FLS)
{
emeralds = 0;
memset(&luabanks, 0, sizeof(luabanks));
}
if (modeattacking)
{
SetPlayerSkinByNum(0, cv_chooseskin.value-1);

View file

@ -5048,6 +5048,12 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
numgameovers = tokenlist = token = sstimer = redscore = bluescore = lastmap = 0;
countdown = countdown2 = exitfadestarted = 0;
if (!FLS)
{
emeralds = 0;
memset(&luabanks, 0, sizeof(luabanks));
}
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].playerstate = PST_REBORN;
@ -5055,6 +5061,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
players[i].starpostx = players[i].starposty = players[i].starpostz = 0;
players[i].recordscore = 0;
// default lives, continues and score
if (netgame || multiplayer)
{
if (!FLS || (players[i].lives < 1))
@ -5114,6 +5121,19 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
automapactive = false;
imcontinuing = false;
// fetch saved data if available
if (savedata.lives > 0)
{
numgameovers = savedata.numgameovers;
players[consoleplayer].continues = savedata.continues;
players[consoleplayer].lives = savedata.lives;
players[consoleplayer].score = savedata.score;
if ((botingame = ((botskin = savedata.botskin) != 0)))
botcolor = skins[botskin-1].prefcolor;
emeralds = savedata.emeralds;
savedata.lives = 0;
}
if ((gametyperules & GTR_CUTSCENES) && !skipprecutscene && mapheaderinfo[gamemap-1]->precutscenenum && !modeattacking && !(marathonmode & MA_NOCUTSCENES)) // Start a custom cutscene.
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->precutscenenum-1, true, resetplayer, FLS);
else

View file

@ -7100,9 +7100,6 @@ static void M_DestroyRobots(INT32 choice)
static void M_LevelSelectWarp(INT32 choice)
{
boolean fromloadgame = (currentMenu == &SP_LevelSelectDef);
boolean frompause = (currentMenu == &SP_PauseLevelSelectDef);
(void)choice;
if (W_CheckNumForName(G_BuildMapName(cv_nextmap.value)) == LUMPERROR)
@ -7114,25 +7111,12 @@ static void M_LevelSelectWarp(INT32 choice)
startmap = (INT16)(cv_nextmap.value);
fromlevelselect = true;
if (fromloadgame)
G_LoadGame((UINT32)cursaveslot, startmap);
if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
G_LoadGame((UINT32)cursaveslot, startmap); // reload from SP save data: this is needed to keep score/lives/continues from reverting to defaults
else
{
cursaveslot = 0;
if (frompause)
{
M_ClearMenus(true);
G_DeferedInitNew(false, G_BuildMapName(startmap), cv_skin.value, false, fromlevelselect); // Not sure about using cv_skin here, but it seems fine in testing.
COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
if (levelselect.rows)
Z_Free(levelselect.rows);
levelselect.rows = NULL;
}
else
M_SetupChoosePlayer(0);
M_SetupChoosePlayer(0);
}
}

View file

@ -7795,18 +7795,6 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
R_InitMobjInterpolators();
P_InitCachedActions();
if (!fromnetsave && savedata.lives > 0)
{
numgameovers = savedata.numgameovers;
players[consoleplayer].continues = savedata.continues;
players[consoleplayer].lives = savedata.lives;
players[consoleplayer].score = savedata.score;
if ((botingame = ((botskin = savedata.botskin) != 0)))
botcolor = skins[botskin-1].prefcolor;
emeralds = savedata.emeralds;
savedata.lives = 0;
}
// internal game map
maplumpname = G_BuildMapName(gamemap);
lastloadedmaplumpnum = W_CheckNumForMap(maplumpname);