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Add gametype parameter to G_SetCustomExitVars and G_ExitLevel
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commit
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4 changed files with 32 additions and 13 deletions
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@ -2102,11 +2102,13 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
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lastgametype = gametype;
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gametype = READUINT8(*cp);
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G_SetGametype(gametype); // I fear putting that macro as an argument
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if (gametype < 0 || gametype >= gametypecount)
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gametype = lastgametype;
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else if (gametype != lastgametype)
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else
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G_SetGametype(gametype);
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if (gametype != lastgametype)
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D_GameTypeChanged(lastgametype); // emulate consvar_t behavior for gametype
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skipprecutscene = ((flags & (1<<2)) != 0);
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@ -4264,10 +4266,8 @@ void D_GameTypeChanged(INT32 lastgametype)
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}
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else if (!multiplayer && !netgame)
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{
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G_SetGametype(GT_COOP);
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// These shouldn't matter anymore
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//CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue);
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//CV_SetValue(&cv_itemrespawn, 0);
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// Allow setting gametypes other than Co-Op in singleplayer
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// G_SetGametype(GT_COOP);
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}
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// reset timelimit and pointlimit in race/coop, prevent stupid cheats
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@ -245,6 +245,7 @@ extern textprompt_t *textprompts[MAX_PROMPTS];
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// For the Custom Exit linedef.
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extern INT16 nextmapoverride;
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extern UINT8 skipstats;
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extern INT16 nextgametype;
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extern UINT32 ssspheres; // Total # of spheres in a level
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30
src/g_game.c
30
src/g_game.c
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@ -151,6 +151,7 @@ textprompt_t *textprompts[MAX_PROMPTS];
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INT16 nextmapoverride;
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UINT8 skipstats;
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INT16 nextgametype = -1;
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// Pointers to each CTF flag
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mobj_t *flagmobjs[MAXTEAMS];
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@ -3618,7 +3619,7 @@ void G_UpdateTeamSelection(void)
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}
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//
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// Sets a new gametype, also setting gametype rules accordingly.
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// Sets a new gametype.
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//
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void G_SetGametype(INT16 gtype)
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{
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@ -4263,6 +4264,13 @@ static void G_DoCompleted(void)
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nextmap = 1100-1; // No infinite loop for you
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}
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INT16 gametype_to_use;
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if (nextgametype >= 0 && nextgametype < gametypecount)
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gametype_to_use = nextgametype;
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else
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gametype_to_use = gametype;
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// If nextmap is actually going to get used, make sure it points to
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// a map of the proper gametype -- skip levels that don't support
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// the current gametype. (Helps avoid playing boss levels in Race,
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@ -4271,8 +4279,8 @@ static void G_DoCompleted(void)
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{
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if (nextmap >= 0 && nextmap < NUMMAPS)
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{
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register INT16 cm = nextmap;
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UINT32 tolflag = G_TOLFlag(gametype);
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INT16 cm = nextmap;
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UINT32 tolflag = G_TOLFlag(gametype_to_use);
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UINT8 visitedmap[(NUMMAPS+7)/8];
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memset(visitedmap, 0, sizeof (visitedmap));
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@ -4352,7 +4360,7 @@ static void G_DoCompleted(void)
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if (cv_advancemap.value == 0) // Stay on same map.
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nextmap = prevmap;
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else if (cv_advancemap.value == 2) // Go to random map.
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nextmap = RandMap(G_TOLFlag(gametype), prevmap);
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nextmap = RandMap(G_TOLFlag(gametype_to_use), prevmap);
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}
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// We are committed to this map now.
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@ -4361,7 +4369,6 @@ static void G_DoCompleted(void)
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if (nextmap < NUMMAPS && !mapheaderinfo[nextmap])
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P_AllocMapHeader(nextmap);
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// If the current gametype has no intermission screen set, then don't start it.
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Y_DetermineIntermissionType();
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if ((skipstats && !modeattacking) || (modeattacking && stagefailed) || (intertype == int_none))
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@ -4427,12 +4434,21 @@ static void G_DoWorldDone(void)
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{
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if (server)
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{
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INT16 gametype_to_use;
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if (nextgametype >= 0 && nextgametype < gametypecount)
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gametype_to_use = nextgametype;
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else
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gametype_to_use = gametype;
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if (gametyperules & GTR_CAMPAIGN)
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// don't reset player between maps
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D_MapChange(nextmap+1, gametype, ultimatemode, false, 0, false, false);
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D_MapChange(nextmap+1, gametype_to_use, ultimatemode, false, 0, false, false);
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else
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// resetplayer in match/chaos/tag/CTF/race for more equality
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D_MapChange(nextmap+1, gametype, ultimatemode, true, 0, false, false);
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D_MapChange(nextmap+1, gametype_to_use, ultimatemode, true, 0, false, false);
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nextgametype = -1;
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}
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gameaction = ga_nothing;
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@ -3890,11 +3890,13 @@ static int lib_gSetCustomExitVars(lua_State *L)
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nextmapoverride = 0;
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skipstats = 0;
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nextgametype = -1;
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if (n >= 1)
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{
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nextmapoverride = (INT16)luaL_optinteger(L, 1, 0);
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skipstats = (INT16)luaL_optinteger(L, 2, 0);
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nextgametype = (INT16)luaL_optinteger(L, 3, 0);
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}
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return 0;
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