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...you know what, just call G_LoadGame for SP_PauseLevelSelectDef in M_LevelSelectWarp too
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1 changed files with 3 additions and 19 deletions
20
src/m_menu.c
20
src/m_menu.c
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@ -7100,9 +7100,6 @@ static void M_DestroyRobots(INT32 choice)
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static void M_LevelSelectWarp(INT32 choice)
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{
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boolean fromloadgame = (currentMenu == &SP_LevelSelectDef);
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boolean frompause = (currentMenu == &SP_PauseLevelSelectDef);
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(void)choice;
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if (W_CheckNumForName(G_BuildMapName(cv_nextmap.value)) == LUMPERROR)
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@ -7114,24 +7111,11 @@ static void M_LevelSelectWarp(INT32 choice)
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startmap = (INT16)(cv_nextmap.value);
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fromlevelselect = true;
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if (fromloadgame)
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G_LoadGame((UINT32)cursaveslot, startmap);
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if (currentMenu == &SP_LevelSelectDef || currentMenu == &SP_PauseLevelSelectDef)
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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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else
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{
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cursaveslot = 0;
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if (frompause)
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{
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M_ClearMenus(true);
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G_DeferedInitNew(false, G_BuildMapName(startmap), cv_skin.value, false, fromlevelselect); // Not sure about using cv_skin here, but it seems fine in testing.
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COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
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if (levelselect.rows)
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Z_Free(levelselect.rows);
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levelselect.rows = NULL;
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}
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else
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M_SetupChoosePlayer(0);
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}
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}
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