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- Blood: fixed: The player's inventory and some other state were reset for each level, not each new game.
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parent
78d5b2aa95
commit
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2 changed files with 4 additions and 4 deletions
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@ -251,7 +251,6 @@ void NewLevel(MapRecord *sng, int skill)
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{
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if (skill != -1) gGameOptions.nDifficulty = skill;
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gSkill = gGameOptions.nDifficulty;
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cheatReset();
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StartLevel(sng);
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gameaction = ga_level;
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};
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@ -275,6 +274,7 @@ void NewLevel(MapRecord *sng, int skill)
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void GameInterface::NewGame(MapRecord *sng, int skill)
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{
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gGameOptions.uGameFlags = 0;
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cheatReset();
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NewLevel(sng, skill);
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}
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@ -246,14 +246,14 @@ void PClass::StaticShutdown ()
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}
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FunctionPtrList.Clear();
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VMFunction::DeleteAll();
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// From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now.
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// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
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bVMOperational = false;
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// Make a full garbage collection here so that all destroyed but uncollected higher level objects
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// that still exist are properly taken down before the low level data is deleted.
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GC::FullGC();
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// From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now.
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// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
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bVMOperational = false;
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Namespaces.ReleaseSymbols();
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