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- hotfixing some Exhumed map transition issues.
This avoids crashing on LEV20, but the whole thing is simply too poorly implemented to actually work - this needs to be redone so that the map transition does not occur in the middle of the game ticker.
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511cb51e7f
commit
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3 changed files with 6 additions and 8 deletions
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@ -117,7 +117,7 @@ static void GameDisplay(void)
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drawtime.Reset();
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drawtime.Reset();
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drawtime.Clock();
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drawtime.Clock();
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if (currentLevel->levelNumber == kMap20)
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if (currentLevel && currentLevel->levelNumber == kMap20)
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{
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{
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DoEnergyTile();
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DoEnergyTile();
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DrawClock();
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DrawClock();
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@ -191,6 +191,7 @@ void CheckProgression()
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// start a new game on the given level
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// start a new game on the given level
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currentLevel = nullptr;
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currentLevel = nullptr;
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mylevelnew = GameAction;
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mylevelnew = GameAction;
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currentLevel = FindMapByLevelNum(mylevelnew);
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GameAction = -1;
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GameAction = -1;
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InitNewGame();
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InitNewGame();
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if (mylevelnew > 0) STAT_StartNewGame("Exhumed", 1);
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if (mylevelnew > 0) STAT_StartNewGame("Exhumed", 1);
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@ -77,7 +77,7 @@ uint8_t LoadLevel(int nMap)
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initspritelists();
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initspritelists();
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currentLevel = &mapList[nMap];
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currentLevel = FindMapByLevelNum(nMap);
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// init stuff
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// init stuff
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{
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{
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@ -79,13 +79,10 @@ static int osdcmd_map(CCmdFuncPtr parm)
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}
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}
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// Check if the map is already defined.
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// Check if the map is already defined.
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for (int i = 0; i <= ISDEMOVER? 4 : 32; i++)
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auto map = FindMapByName(mapname);
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if (map)
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{
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{
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if (mapList[i].labelName.CompareNoCase(mapname) == 0)
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GameAction = map->levelNumber;
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{
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GameAction = i;
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return CCMD_OK;
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}
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}
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}
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return CCMD_OK;
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return CCMD_OK;
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}
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}
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