mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- renamed the level variables.
currentUILevel is now primaryLevel. For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed. This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer. The remaining global variables are not relevant for the level state. The static 'level' has been mostly removed from the code except some places that still need work.
This commit is contained in:
parent
6c006a5fbd
commit
45dc9a7b47
44 changed files with 266 additions and 264 deletions
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@ -130,8 +130,8 @@ CVAR(Int, am_showsubsector, -1, 0);
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CUSTOM_CVAR(Int, am_showalllines, -1, CVAR_NOINITCALL) // This is a cheat so don't save it.
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{
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if (currentUILevel && currentUILevel->automap)
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currentUILevel->automap->UpdateShowAllLines();
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if (primaryLevel && primaryLevel->automap)
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primaryLevel->automap->UpdateShowAllLines();
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}
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EXTERN_CVAR(Bool, sv_cheats)
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@ -171,9 +171,9 @@ CUSTOM_CVAR(Int, am_emptyspacemargin, 0, CVAR_ARCHIVE)
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self = 90;
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}
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if (nullptr != StatusBar && currentUILevel && currentUILevel->automap)
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if (nullptr != StatusBar && primaryLevel && primaryLevel->automap)
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{
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currentUILevel->automap->NewResolution();
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primaryLevel->automap->NewResolution();
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}
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}
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@ -191,8 +191,8 @@ CVAR(Float, am_zoomdir, 0, CVAR_ARCHIVE)
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CCMD(am_togglefollow)
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{
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am_followplayer = !am_followplayer;
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if (currentUILevel && currentUILevel->automap)
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currentUILevel->automap->ResetFollowLocation();
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if (primaryLevel && primaryLevel->automap)
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primaryLevel->automap->ResetFollowLocation();
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Printf("%s\n", GStrings(am_followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
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}
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@ -210,9 +210,9 @@ CCMD(am_toggletexture)
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CCMD(am_setmark)
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{
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if (currentUILevel && currentUILevel->automap)
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if (primaryLevel && primaryLevel->automap)
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{
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int m = currentUILevel->automap->addMark();
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int m = primaryLevel->automap->addMark();
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if (m >= 0)
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{
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Printf("%s %d\n", GStrings("AMSTR_MARKEDSPOT"), m);
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@ -222,7 +222,7 @@ CCMD(am_setmark)
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CCMD(am_clearmarks)
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{
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if (currentUILevel && currentUILevel->automap && currentUILevel->automap->clearMarks())
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if (primaryLevel && primaryLevel->automap && primaryLevel->automap->clearMarks())
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{
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Printf("%s\n", GStrings("AMSTR_MARKSCLEARED"));
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}
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@ -230,8 +230,8 @@ CCMD(am_clearmarks)
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CCMD(am_gobig)
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{
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if (currentUILevel && currentUILevel->automap)
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currentUILevel->automap->GoBig();
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if (primaryLevel && primaryLevel->automap)
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primaryLevel->automap->GoBig();
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}
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CCMD(togglemap)
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@ -3300,7 +3300,7 @@ void AM_ToggleMap()
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return;
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// ... or if there is no automap.
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if (!currentUILevel || !currentUILevel->automap)
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if (!primaryLevel || !primaryLevel->automap)
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return;
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if (!automapactive)
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@ -3313,7 +3313,7 @@ void AM_ToggleMap()
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Button_AM_ZoomIn.Reset();
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Button_AM_ZoomOut.Reset();
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currentUILevel->automap->startDisplay();
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primaryLevel->automap->startDisplay();
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automapactive = true;
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viewactive = (am_overlay != 0.f);
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}
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@ -173,9 +173,9 @@ CCMD (addbot)
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}
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if (argv.argc() > 1)
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currentUILevel->BotInfo.SpawnBot (argv[1]);
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primaryLevel->BotInfo.SpawnBot (argv[1]);
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else
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currentUILevel->BotInfo.SpawnBot (nullptr);
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primaryLevel->BotInfo.SpawnBot (nullptr);
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}
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void FCajunMaster::ClearPlayer (int i, bool keepTeam)
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@ -232,7 +232,7 @@ CCMD (freeze)
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CCMD (listbots)
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{
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botinfo_t *thebot = currentUILevel->BotInfo.botinfo;
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botinfo_t *thebot = primaryLevel->BotInfo.botinfo;
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int count = 0;
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while (thebot)
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@ -182,9 +182,9 @@ static FRandom pr_bbannounce ("BBAnnounce");
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void DoVoiceAnnounce (const char *sound)
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{
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// Don't play announcements too close together
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if (LastAnnounceTime == 0 || LastAnnounceTime <= currentUILevel->time-5)
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if (LastAnnounceTime == 0 || LastAnnounceTime <= primaryLevel->time-5)
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{
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LastAnnounceTime = currentUILevel->time;
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LastAnnounceTime = primaryLevel->time;
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S_Sound (CHAN_VOICE, sound, 1, ATTN_NONE);
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}
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}
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@ -366,7 +366,7 @@ CCMD (changemap)
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if (argv.argc() > 1)
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{
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const char *mapname = argv[1];
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if (!strcmp(mapname, "*")) mapname = currentUILevel->MapName.GetChars();
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if (!strcmp(mapname, "*")) mapname = primaryLevel->MapName.GetChars();
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try
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{
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@ -946,7 +946,7 @@ static void PrintFilteredActorList(const ActorTypeChecker IsActorType, const cha
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}
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}
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// This only works on the primary level.
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auto it = currentUILevel->GetThinkerIterator<AActor>();
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auto it = primaryLevel->GetThinkerIterator<AActor>();
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while ( (mo = it.Next()) )
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{
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@ -1063,14 +1063,14 @@ CCMD(changesky)
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FTextureID newsky = TexMan.GetTextureID(sky1name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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if (newsky.Exists())
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{
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currentUILevel->skytexture1 = newsky;
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primaryLevel->skytexture1 = newsky;
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}
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else
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{
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Printf("changesky: Texture '%s' not found\n", sky1name);
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}
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}
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InitSkyMap (currentUILevel);
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InitSkyMap (primaryLevel);
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}
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//-----------------------------------------------------------------------------
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@ -1101,9 +1101,9 @@ CCMD(nextmap)
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return;
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}
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if (currentUILevel->NextMap.Len() > 0 && currentUILevel->NextMap.Compare("enDSeQ", 6))
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if (primaryLevel->NextMap.Len() > 0 && primaryLevel->NextMap.Compare("enDSeQ", 6))
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{
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G_DeferedInitNew(currentUILevel->NextMap);
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G_DeferedInitNew(primaryLevel->NextMap);
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}
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else
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{
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@ -1125,9 +1125,9 @@ CCMD(nextsecret)
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return;
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}
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if (currentUILevel->NextSecretMap.Len() > 0 && currentUILevel->NextSecretMap.Compare("enDSeQ", 6))
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if (primaryLevel->NextSecretMap.Len() > 0 && primaryLevel->NextSecretMap.Compare("enDSeQ", 6))
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{
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G_DeferedInitNew(currentUILevel->NextSecretMap);
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G_DeferedInitNew(primaryLevel->NextSecretMap);
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}
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else
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{
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@ -1172,10 +1172,10 @@ static void PrintSecretString(const char *string, bool thislevel)
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{
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auto secnum = (unsigned)strtoull(string+2, (char**)&string, 10);
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if (*string == ';') string++;
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if (thislevel && secnum < currentUILevel->sectors.Size())
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if (thislevel && secnum < primaryLevel->sectors.Size())
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{
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if (currentUILevel->sectors[secnum].isSecret()) colstr = TEXTCOLOR_RED;
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else if (currentUILevel->sectors[secnum].wasSecret()) colstr = TEXTCOLOR_GREEN;
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if (primaryLevel->sectors[secnum].isSecret()) colstr = TEXTCOLOR_RED;
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else if (primaryLevel->sectors[secnum].wasSecret()) colstr = TEXTCOLOR_GREEN;
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else colstr = TEXTCOLOR_ORANGE;
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}
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}
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@ -1183,7 +1183,7 @@ static void PrintSecretString(const char *string, bool thislevel)
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{
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long tid = (long)strtoll(string+2, (char**)&string, 10);
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if (*string == ';') string++;
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auto it = currentUILevel->GetActorIterator(tid);
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auto it = primaryLevel->GetActorIterator(tid);
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AActor *actor;
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bool foundone = false;
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if (thislevel)
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@ -1216,8 +1216,8 @@ static void PrintSecretString(const char *string, bool thislevel)
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CCMD(secret)
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{
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const char *mapname = argv.argc() < 2? currentUILevel->MapName.GetChars() : argv[1];
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bool thislevel = !stricmp(mapname, currentUILevel->MapName);
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const char *mapname = argv.argc() < 2? primaryLevel->MapName.GetChars() : argv[1];
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bool thislevel = !stricmp(mapname, primaryLevel->MapName);
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bool foundsome = false;
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int lumpno=Wads.CheckNumForName("SECRETS");
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@ -1243,7 +1243,7 @@ void C_FullConsole ()
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if (gamestate != GS_STARTUP)
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{
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gamestate = GS_FULLCONSOLE;
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currentUILevel->Music = "";
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primaryLevel->Music = "";
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S_Start ();
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P_FreeLevelData ();
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V_SetBlend (0,0,0,0);
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@ -172,7 +172,7 @@ CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
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if (playeringame[i] && self <= D_GetFragCount(&players[i]))
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{
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Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
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level.ExitLevel (0, false);
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primaryLevel->ExitLevel (0, false);
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break;
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}
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}
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@ -789,7 +789,7 @@ void D_Display ()
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screen->DrawBlend(viewsec);
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if (automapactive)
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{
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currentUILevel->automap->Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar());
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primaryLevel->automap->Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar());
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}
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// for timing the statusbar code.
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@ -959,7 +959,7 @@ void D_Display ()
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void D_ErrorCleanup ()
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{
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savegamerestore = false;
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level.BotInfo.RemoveAllBots (&level, true);
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primaryLevel->BotInfo.RemoveAllBots (primaryLevel, true);
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D_QuitNetGame ();
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if (demorecording || demoplayback)
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G_CheckDemoStatus ();
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@ -2555,14 +2555,14 @@ void D_DoomMain (void)
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PClassActor::StaticSetActorNums();
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//Added by MC:
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level.BotInfo.getspawned.Clear();
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primaryLevel->BotInfo.getspawned.Clear();
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argcount = Args->CheckParmList("-bots", &args);
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for (p = 0; p < argcount; ++p)
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{
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level.BotInfo.getspawned.Push(args[p]);
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primaryLevel->BotInfo.getspawned.Push(args[p]);
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}
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level.BotInfo.spawn_tries = 0;
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level.BotInfo.wanted_botnum = level.BotInfo.getspawned.Size();
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primaryLevel->BotInfo.spawn_tries = 0;
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primaryLevel->BotInfo.wanted_botnum = primaryLevel->BotInfo.getspawned.Size();
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if (!batchrun) Printf ("P_Init: Init Playloop state.\n");
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StartScreen->LoadingStatus ("Init game engine", 0x3f);
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@ -2222,8 +2222,8 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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s = ReadString (stream);
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// Using LEVEL_NOINTERMISSION tends to throw the game out of sync.
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// That was a long time ago. Maybe it works now?
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level.flags |= LEVEL_CHANGEMAPCHEAT;
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level.ChangeLevel(s, pos, 0);
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primaryLevel->flags |= LEVEL_CHANGEMAPCHEAT;
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primaryLevel->ChangeLevel(s, pos, 0);
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break;
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case DEM_SUICIDE:
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@ -2231,11 +2231,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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break;
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case DEM_ADDBOT:
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level.BotInfo.TryAddBot (&level, stream, player);
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primaryLevel->BotInfo.TryAddBot (primaryLevel, stream, player);
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break;
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case DEM_KILLBOTS:
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level.BotInfo.RemoveAllBots (&level, true);
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primaryLevel->BotInfo.RemoveAllBots (primaryLevel, true);
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Printf ("Removed all bots\n");
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break;
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@ -2330,14 +2330,14 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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const AActor *def = GetDefaultByType (typeinfo);
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DVector3 spawnpos = source->Vec3Angle(def->radius * 2 + source->radius, source->Angles.Yaw, 8.);
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AActor *spawned = Spawn (&level, typeinfo, spawnpos, ALLOW_REPLACE);
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AActor *spawned = Spawn (primaryLevel, typeinfo, spawnpos, ALLOW_REPLACE);
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if (spawned != NULL)
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{
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if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2 || type == DEM_SUMMONMBF)
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{
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if (spawned->CountsAsKill())
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{
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level.total_monsters--;
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primaryLevel->total_monsters--;
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}
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spawned->FriendPlayer = player + 1;
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spawned->flags |= MF_FRIENDLY;
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@ -2507,7 +2507,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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}
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if (!CheckCheatmode(player == consoleplayer))
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{
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P_ExecuteSpecial(&level, snum, NULL, players[player].mo, false, arg[0], arg[1], arg[2], arg[3], arg[4]);
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P_ExecuteSpecial(primaryLevel, snum, NULL, players[player].mo, false, arg[0], arg[1], arg[2], arg[3], arg[4]);
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}
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}
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break;
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@ -2560,11 +2560,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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if (cls != NULL)
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{
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killcount = currentUILevel->Massacre(false, cls->TypeName);
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killcount = primaryLevel->Massacre(false, cls->TypeName);
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PClassActor *cls_rep = cls->GetReplacement();
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if (cls != cls_rep)
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{
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killcount += currentUILevel->Massacre(false, cls_rep->TypeName);
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killcount += primaryLevel->Massacre(false, cls_rep->TypeName);
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}
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Printf ("Killed %d monsters of type %s.\n",killcount, s);
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}
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@ -2582,11 +2582,11 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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PClassActor *cls = PClass::FindActor(s);
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if (cls != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AActor)))
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{
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removecount = RemoveClass(&level, cls);
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removecount = RemoveClass(primaryLevel, cls);
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const PClass *cls_rep = cls->GetReplacement();
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if (cls != cls_rep)
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{
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removecount += RemoveClass(&level, cls_rep);
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removecount += RemoveClass(primaryLevel, cls_rep);
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}
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Printf("Removed %d actors of type %s.\n", removecount, s);
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}
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@ -2660,7 +2660,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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case DEM_FINISHGAME:
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// Simulate an end-of-game action
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level.ChangeLevel(NULL, 0, 0);
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primaryLevel->ChangeLevel(NULL, 0, 0);
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break;
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case DEM_NETEVENT:
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@ -2698,7 +2698,7 @@ static void RunScript(uint8_t **stream, AActor *pawn, int snum, int argn, int al
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arg[i] = argval;
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}
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}
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P_StartScript(pawn->Level, pawn, NULL, snum, level.MapName, arg, MIN<int>(countof(arg), argn), ACS_NET | always);
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P_StartScript(pawn->Level, pawn, NULL, snum, primaryLevel->MapName, arg, MIN<int>(countof(arg), argn), ACS_NET | always);
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}
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void Net_SkipCommand (int type, uint8_t **stream)
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@ -259,12 +259,12 @@ CCMD(dump3df)
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// Print 3D floor info for a single sector.
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// This only checks the primary level.
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int sec = (int)strtoll(argv[1], NULL, 10);
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if ((unsigned)sec >= currentUILevel->sectors.Size())
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if ((unsigned)sec >= primaryLevel->sectors.Size())
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{
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Printf("Sector %d does not exist.\n", sec);
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return;
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}
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sector_t *sector = ¤tUILevel->sectors[sec];
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sector_t *sector = &primaryLevel->sectors[sec];
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TArray<F3DFloor*> & ffloors = sector->e->XFloor.ffloors;
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for (unsigned int i = 0; i < ffloors.Size(); i++)
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@ -773,7 +773,7 @@ void G_AddViewPitch (int look, bool mouse)
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return;
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}
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look = LookAdjust(look);
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if (!currentUILevel->IsFreelookAllowed())
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if (!primaryLevel->IsFreelookAllowed())
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{
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LocalViewPitch = 0;
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}
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@ -959,7 +959,7 @@ bool G_Responder (event_t *ev)
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{
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if (ST_Responder (ev))
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return true; // status window ate it
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if (!viewactive && currentUILevel->automap->Responder (ev, false))
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if (!viewactive && primaryLevel->automap->Responder (ev, false))
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return true; // automap ate it
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}
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else if (gamestate == GS_FINALE)
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@ -990,7 +990,7 @@ bool G_Responder (event_t *ev)
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// the events *last* so that any bound keys get precedence.
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if (gamestate == GS_LEVEL && viewactive)
|
||||
return currentUILevel->automap->Responder (ev, true);
|
||||
return primaryLevel->automap->Responder (ev, true);
|
||||
|
||||
return (ev->type == EV_KeyDown ||
|
||||
ev->type == EV_Mouse);
|
||||
|
@ -1018,7 +1018,7 @@ void G_Ticker ()
|
|||
}
|
||||
if (players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER)
|
||||
{
|
||||
level.DoReborn(i, false);
|
||||
primaryLevel->DoReborn(i, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1114,7 +1114,7 @@ void G_Ticker ()
|
|||
uint32_t rngsum = FRandom::StaticSumSeeds ();
|
||||
|
||||
//Added by MC: For some of that bot stuff. The main bot function.
|
||||
level.BotInfo.Main (&level);
|
||||
primaryLevel->BotInfo.Main (primaryLevel);
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
|
@ -1181,7 +1181,7 @@ void G_Ticker ()
|
|||
{
|
||||
case GS_LEVEL:
|
||||
P_Ticker ();
|
||||
currentUILevel->automap->Ticker ();
|
||||
primaryLevel->automap->Ticker ();
|
||||
break;
|
||||
|
||||
case GS_TITLELEVEL:
|
||||
|
@ -1897,7 +1897,7 @@ void G_DoLoadGame ()
|
|||
// Read intermission data for hubs
|
||||
G_SerializeHub(arc);
|
||||
|
||||
level.BotInfo.RemoveAllBots(&level, true);
|
||||
primaryLevel->BotInfo.RemoveAllBots(primaryLevel, true);
|
||||
|
||||
FString cvar;
|
||||
arc("importantcvars", cvar);
|
||||
|
@ -2039,14 +2039,14 @@ void G_DoAutoSave ()
|
|||
file = G_BuildSaveName ("auto", nextautosave);
|
||||
|
||||
// The hint flag is only relevant on the primary level.
|
||||
if (!(currentUILevel->flags2 & LEVEL2_NOAUTOSAVEHINT))
|
||||
if (!(primaryLevel->flags2 & LEVEL2_NOAUTOSAVEHINT))
|
||||
{
|
||||
nextautosave = (nextautosave + 1) % count;
|
||||
}
|
||||
else
|
||||
{
|
||||
// This flag can only be used once per level
|
||||
currentUILevel->flags2 &= ~LEVEL2_NOAUTOSAVEHINT;
|
||||
primaryLevel->flags2 &= ~LEVEL2_NOAUTOSAVEHINT;
|
||||
}
|
||||
|
||||
readableTime = myasctime ();
|
||||
|
@ -2064,9 +2064,9 @@ static void PutSaveWads (FSerializer &arc)
|
|||
arc.AddString("Game WAD", name);
|
||||
|
||||
// Name of wad the map resides in
|
||||
if (Wads.GetLumpFile (level.lumpnum) > Wads.GetIwadNum())
|
||||
if (Wads.GetLumpFile (primaryLevel->lumpnum) > Wads.GetIwadNum())
|
||||
{
|
||||
name = Wads.GetWadName (Wads.GetLumpFile (level.lumpnum));
|
||||
name = Wads.GetWadName (Wads.GetLumpFile (primaryLevel->lumpnum));
|
||||
arc.AddString("Map WAD", name);
|
||||
}
|
||||
}
|
||||
|
@ -2085,12 +2085,11 @@ static void PutSaveComment (FSerializer &arc)
|
|||
arc.AddString("Creation Time", comment);
|
||||
|
||||
// Get level name
|
||||
//strcpy (comment, level.level_name);
|
||||
comment.Format("%s - %s\n", level.MapName.GetChars(), level.LevelName.GetChars());
|
||||
comment.Format("%s - %s\n", primaryLevel->MapName.GetChars(), primaryLevel->LevelName.GetChars());
|
||||
|
||||
// Append elapsed time
|
||||
const char *const time = GStrings("SAVECOMMENT_TIME");
|
||||
levelTime = level.time / TICRATE;
|
||||
levelTime = primaryLevel->time / TICRATE;
|
||||
comment.AppendFormat("%s: %02d:%02d:%02d", time, levelTime/3600, (levelTime%3600)/60, levelTime%60);
|
||||
|
||||
// Write out the comment
|
||||
|
@ -2121,7 +2120,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
|
|||
|
||||
// Do not even try, if we're not in a level. (Can happen after
|
||||
// a demo finishes playback.)
|
||||
if (level.lines.Size() == 0 || level.sectors.Size() == 0 || gamestate != GS_LEVEL)
|
||||
if (primaryLevel->lines.Size() == 0 || primaryLevel->sectors.Size() == 0 || gamestate != GS_LEVEL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -2172,7 +2171,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
|
|||
// put some basic info into the PNG so that this isn't lost when the image gets extracted.
|
||||
M_AppendPNGText(&savepic, "Software", buf);
|
||||
M_AppendPNGText(&savepic, "Title", description);
|
||||
M_AppendPNGText(&savepic, "Current Map", level.MapName);
|
||||
M_AppendPNGText(&savepic, "Current Map", primaryLevel->MapName);
|
||||
M_FinishPNG(&savepic);
|
||||
|
||||
int ver = SAVEVER;
|
||||
|
@ -2180,7 +2179,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
|
|||
.AddString("Engine", GAMESIG)
|
||||
("Save Version", ver)
|
||||
.AddString("Title", description)
|
||||
.AddString("Current Map", level.MapName);
|
||||
.AddString("Current Map", primaryLevel->MapName);
|
||||
|
||||
|
||||
PutSaveWads (savegameinfo);
|
||||
|
@ -2390,7 +2389,7 @@ void G_BeginRecording (const char *startmap)
|
|||
|
||||
if (startmap == NULL)
|
||||
{
|
||||
startmap = level.MapName;
|
||||
startmap = primaryLevel->MapName;
|
||||
}
|
||||
demo_p = demobuffer;
|
||||
|
||||
|
@ -2715,7 +2714,7 @@ void G_DoPlayDemo (void)
|
|||
{
|
||||
G_InitNew (mapname, false);
|
||||
}
|
||||
else if (level.sectors.Size() == 0)
|
||||
else if (primaryLevel->sectors.Size() == 0)
|
||||
{
|
||||
I_Error("Cannot play demo without its savegame\n");
|
||||
}
|
||||
|
@ -2886,6 +2885,7 @@ DEFINE_GLOBAL_NAMED(Skins, PlayerSkins)
|
|||
DEFINE_GLOBAL(consoleplayer)
|
||||
DEFINE_GLOBAL_NAMED(PClass::AllClasses, AllClasses)
|
||||
DEFINE_GLOBAL_NAMED(PClassActor::AllActorClasses, AllActorClasses)
|
||||
DEFINE_GLOBAL_NAMED(primaryLevel, Level)
|
||||
DEFINE_GLOBAL(validcount)
|
||||
DEFINE_GLOBAL(multiplayer)
|
||||
DEFINE_GLOBAL(gameaction)
|
||||
|
|
|
@ -167,7 +167,7 @@ extern bool sendpause, sendsave, sendturn180, SendLand;
|
|||
void *statcopy; // for statistics driver
|
||||
|
||||
FLevelLocals level; // info about current level
|
||||
FLevelLocals *currentUILevel = &level; // level for which to display the user interface.
|
||||
FLevelLocals *primaryLevel = &level; // level for which to display the user interface.
|
||||
FLevelLocals *currentVMLevel = &level; // level which currently ticks. Used as global input to the VM and some functions called by it.
|
||||
|
||||
|
||||
|
@ -216,7 +216,7 @@ CCMD (map)
|
|||
if (argv.argc() > 1)
|
||||
{
|
||||
const char *mapname = argv[1];
|
||||
if (!strcmp(mapname, "*")) mapname = currentUILevel->MapName.GetChars();
|
||||
if (!strcmp(mapname, "*")) mapname = primaryLevel->MapName.GetChars();
|
||||
|
||||
try
|
||||
{
|
||||
|
@ -266,7 +266,7 @@ UNSAFE_CCMD(recordmap)
|
|||
if (argv.argc() > 2)
|
||||
{
|
||||
const char *mapname = argv[2];
|
||||
if (!strcmp(mapname, "*")) mapname = currentUILevel->MapName.GetChars();
|
||||
if (!strcmp(mapname, "*")) mapname = primaryLevel->MapName.GetChars();
|
||||
|
||||
try
|
||||
{
|
||||
|
@ -357,7 +357,7 @@ void G_NewInit ()
|
|||
int i;
|
||||
|
||||
// Destory all old player refrences that may still exist
|
||||
TThinkerIterator<AActor> it(&level, NAME_PlayerPawn, STAT_TRAVELLING);
|
||||
TThinkerIterator<AActor> it(primaryLevel, NAME_PlayerPawn, STAT_TRAVELLING);
|
||||
AActor *pawn, *next;
|
||||
|
||||
next = it.Next();
|
||||
|
@ -453,7 +453,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
|
|||
int i;
|
||||
|
||||
// did we have any level before?
|
||||
if (level.info != nullptr)
|
||||
if (primaryLevel->info != nullptr)
|
||||
E_WorldUnloadedUnsafe();
|
||||
|
||||
if (!savegamerestore)
|
||||
|
@ -470,7 +470,10 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
|
|||
UnlatchCVars ();
|
||||
G_VerifySkill();
|
||||
UnlatchCVars ();
|
||||
level.Thinkers.DestroyThinkersInList(STAT_STATIC);
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
|
||||
}
|
||||
|
||||
if (paused)
|
||||
{
|
||||
|
@ -510,10 +513,10 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
|
|||
}
|
||||
FRandom::StaticClearRandom ();
|
||||
P_ClearACSVars(true);
|
||||
level.time = 0;
|
||||
level.maptime = 0;
|
||||
level.totaltime = 0;
|
||||
level.spawnindex = 0;
|
||||
primaryLevel->time = 0;
|
||||
primaryLevel->maptime = 0;
|
||||
primaryLevel->totaltime = 0;
|
||||
primaryLevel->spawnindex = 0;
|
||||
|
||||
if (!multiplayer || !deathmatch)
|
||||
{
|
||||
|
@ -536,7 +539,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
|
|||
//Added by MC: Initialize bots.
|
||||
if (!deathmatch)
|
||||
{
|
||||
level.BotInfo.Init ();
|
||||
primaryLevel->BotInfo.Init ();
|
||||
}
|
||||
|
||||
if (bTitleLevel)
|
||||
|
@ -772,7 +775,7 @@ void G_DoCompleted (void)
|
|||
// Close the conversation menu if open.
|
||||
P_FreeStrifeConversations ();
|
||||
|
||||
if (level.DoCompleted(nextlevel, wminfo))
|
||||
if (primaryLevel->DoCompleted(nextlevel, wminfo))
|
||||
{
|
||||
gamestate = GS_INTERMISSION;
|
||||
viewactive = false;
|
||||
|
@ -954,7 +957,7 @@ void G_DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool
|
|||
gamestate_t oldgs = gamestate;
|
||||
|
||||
// Here the new level needs to be allocated.
|
||||
level.DoLoadLevel(nextmapname, position, autosave, newGame);
|
||||
primaryLevel->DoLoadLevel(nextmapname, position, autosave, newGame);
|
||||
|
||||
// Reset the global state for the new level.
|
||||
if (wipegamestate == GS_LEVEL)
|
||||
|
@ -1274,7 +1277,7 @@ void FLevelLocals::WorldDone (void)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(FLevelLocals, WorldDone)
|
||||
{
|
||||
currentUILevel->WorldDone();
|
||||
primaryLevel->WorldDone();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1290,9 +1293,9 @@ void G_DoWorldDone (void)
|
|||
{
|
||||
// Don't crash if no next map is given. Just repeat the current one.
|
||||
Printf ("No next map specified.\n");
|
||||
nextlevel = level.MapName;
|
||||
nextlevel = primaryLevel->MapName;
|
||||
}
|
||||
level.StartTravel ();
|
||||
primaryLevel->StartTravel ();
|
||||
G_DoLoadLevel (nextlevel, startpos, true, false);
|
||||
startpos = 0;
|
||||
gameaction = ga_nothing;
|
||||
|
@ -2282,7 +2285,7 @@ CCMD(skyfog)
|
|||
if (argv.argc()>1)
|
||||
{
|
||||
// Do this only on the primary level.
|
||||
currentUILevel->skyfog = MAX(0, (int)strtoull(argv[1], NULL, 0));
|
||||
primaryLevel->skyfog = MAX(0, (int)strtoull(argv[1], NULL, 0));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -672,7 +672,7 @@ public:
|
|||
|
||||
|
||||
extern FLevelLocals level;
|
||||
extern FLevelLocals *currentUILevel; // level for which to display the user interface. This will always be the one the current consoleplayer is in.
|
||||
extern FLevelLocals *primaryLevel; // level for which to display the user interface. This will always be the one the current consoleplayer is in.
|
||||
extern FLevelLocals *currentVMLevel;
|
||||
|
||||
inline FSectorPortal *line_t::GetTransferredPortal()
|
||||
|
@ -774,5 +774,5 @@ inline bool line_t::hitSkyWall(AActor* mo) const
|
|||
// It is meant for code that needs to iterate over all levels to make some global changes, e.g. configuation CCMDs.
|
||||
inline TArrayView<FLevelLocals *> AllLevels()
|
||||
{
|
||||
return TArrayView<FLevelLocals *>(¤tUILevel, 1);
|
||||
return TArrayView<FLevelLocals *>(&primaryLevel, 1);
|
||||
}
|
||||
|
|
|
@ -1076,7 +1076,7 @@ public:
|
|||
lastHud = hud;
|
||||
|
||||
// Handle inventory bar drawing
|
||||
if(CPlayer->inventorytics > 0 && !(currentUILevel->flags & LEVEL_NOINVENTORYBAR) && (state == HUD_StatusBar || state == HUD_Fullscreen))
|
||||
if(CPlayer->inventorytics > 0 && !(primaryLevel->flags & LEVEL_NOINVENTORYBAR) && (state == HUD_StatusBar || state == HUD_Fullscreen))
|
||||
{
|
||||
SBarInfoMainBlock *inventoryBar = state == HUD_StatusBar ? script->huds[STBAR_INVENTORY] : script->huds[STBAR_INVENTORYFULLSCREEN];
|
||||
if(inventoryBar != lastInventoryBar)
|
||||
|
|
|
@ -850,26 +850,26 @@ class CommandDrawString : public SBarInfoCommand
|
|||
switch(strValue)
|
||||
{
|
||||
case LEVELNAME:
|
||||
if(currentUILevel->lumpnum != cache)
|
||||
if(primaryLevel->lumpnum != cache)
|
||||
{
|
||||
cache = currentUILevel->lumpnum;
|
||||
str = currentUILevel->LevelName;
|
||||
cache = primaryLevel->lumpnum;
|
||||
str = primaryLevel->LevelName;
|
||||
RealignString();
|
||||
}
|
||||
break;
|
||||
case LEVELLUMP:
|
||||
if(currentUILevel->lumpnum != cache)
|
||||
if(primaryLevel->lumpnum != cache)
|
||||
{
|
||||
cache = currentUILevel->lumpnum;
|
||||
str = currentUILevel->MapName;
|
||||
cache = primaryLevel->lumpnum;
|
||||
str = primaryLevel->MapName;
|
||||
str.ToUpper();
|
||||
RealignString();
|
||||
}
|
||||
break;
|
||||
case SKILLNAME:
|
||||
if(currentUILevel->lumpnum != cache) // Can only change skill between currentUILevel->
|
||||
if(primaryLevel->lumpnum != cache) // Can only change skill between primaryLevel->
|
||||
{
|
||||
cache = currentUILevel->lumpnum;
|
||||
cache = primaryLevel->lumpnum;
|
||||
str = G_SkillName();
|
||||
RealignString();
|
||||
}
|
||||
|
@ -904,7 +904,7 @@ class CommandDrawString : public SBarInfoCommand
|
|||
if(ACS_GlobalVars[valueArgument] != cache)
|
||||
{
|
||||
cache = ACS_GlobalVars[valueArgument];
|
||||
str = currentUILevel->Behaviors.LookupString(ACS_GlobalVars[valueArgument]);
|
||||
str = primaryLevel->Behaviors.LookupString(ACS_GlobalVars[valueArgument]);
|
||||
RealignString();
|
||||
}
|
||||
break;
|
||||
|
@ -912,13 +912,13 @@ class CommandDrawString : public SBarInfoCommand
|
|||
if(ACS_GlobalArrays[valueArgument][consoleplayer] != cache)
|
||||
{
|
||||
cache = ACS_GlobalArrays[valueArgument][consoleplayer];
|
||||
str = currentUILevel->Behaviors.LookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
|
||||
str = primaryLevel->Behaviors.LookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
|
||||
RealignString();
|
||||
}
|
||||
break;
|
||||
case TIME:
|
||||
{
|
||||
int sec = Tics2Seconds(currentUILevel->time);
|
||||
int sec = Tics2Seconds(primaryLevel->time);
|
||||
str.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
||||
break;
|
||||
}
|
||||
|
@ -1389,25 +1389,25 @@ class CommandDrawNumber : public CommandDrawString
|
|||
num = statusBar->CPlayer->fragcount;
|
||||
break;
|
||||
case KILLS:
|
||||
num = currentUILevel->killed_monsters;
|
||||
num = primaryLevel->killed_monsters;
|
||||
break;
|
||||
case MONSTERS:
|
||||
num = currentUILevel->total_monsters;
|
||||
num = primaryLevel->total_monsters;
|
||||
break;
|
||||
case ITEMS:
|
||||
num = currentUILevel->found_items;
|
||||
num = primaryLevel->found_items;
|
||||
break;
|
||||
case TOTALITEMS:
|
||||
num = currentUILevel->total_items;
|
||||
num = primaryLevel->total_items;
|
||||
break;
|
||||
case SECRETS:
|
||||
num = currentUILevel->found_secrets;
|
||||
num = primaryLevel->found_secrets;
|
||||
break;
|
||||
case SCORE:
|
||||
num = statusBar->CPlayer->mo->Score;
|
||||
break;
|
||||
case TOTALSECRETS:
|
||||
num = currentUILevel->total_secrets;
|
||||
num = primaryLevel->total_secrets;
|
||||
break;
|
||||
case ARMORCLASS:
|
||||
case SAVEPERCENT:
|
||||
|
@ -1459,9 +1459,9 @@ class CommandDrawNumber : public CommandDrawString
|
|||
case AIRTIME:
|
||||
{
|
||||
if(statusBar->CPlayer->mo->waterlevel < 3)
|
||||
num = currentUILevel->airsupply/TICRATE;
|
||||
num = primaryLevel->airsupply/TICRATE;
|
||||
else
|
||||
num = clamp<int>((statusBar->CPlayer->air_finished - currentUILevel->time + (TICRATE-1))/TICRATE, 0, INT_MAX);
|
||||
num = clamp<int>((statusBar->CPlayer->air_finished - primaryLevel->time + (TICRATE-1))/TICRATE, 0, INT_MAX);
|
||||
break;
|
||||
}
|
||||
case SELECTEDINVENTORY:
|
||||
|
@ -1502,7 +1502,7 @@ class CommandDrawNumber : public CommandDrawString
|
|||
}
|
||||
default: break;
|
||||
}
|
||||
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1))
|
||||
if(interpolationSpeed != 0 && (!hudChanged || primaryLevel->time == 1))
|
||||
{
|
||||
if(num < drawValue)
|
||||
drawValue -= clamp<int>((drawValue - num) >> 2, 1, interpolationSpeed);
|
||||
|
@ -1691,7 +1691,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
|
|||
if(alternateOnEmpty)
|
||||
SBarInfoCommandFlowControl::Draw(block, statusBar);
|
||||
|
||||
if(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) != NULL && !(currentUILevel->flags & LEVEL_NOINVENTORYBAR))
|
||||
if(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) != NULL && !(primaryLevel->flags & LEVEL_NOINVENTORYBAR))
|
||||
{
|
||||
if(artiflash && statusBar->wrapper->artiflashTick)
|
||||
{
|
||||
|
@ -1791,7 +1791,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
|
|||
{
|
||||
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
||||
|
||||
SetTruth(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) == NULL || (currentUILevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
|
||||
SetTruth(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) == NULL || (primaryLevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
|
||||
|
||||
CommandDrawImage::Tick(block, statusBar, hudChanged);
|
||||
CommandDrawNumber::Tick(block, statusBar, hudChanged);
|
||||
|
@ -1910,7 +1910,7 @@ class CommandInventoryBarNotVisible : public SBarInfoCommandFlowControl
|
|||
{
|
||||
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
||||
|
||||
SetTruth(statusBar->CPlayer->inventorytics <= 0 || (currentUILevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
|
||||
SetTruth(statusBar->CPlayer->inventorytics <= 0 || (primaryLevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -2727,16 +2727,16 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
max = fraglimit;
|
||||
break;
|
||||
case KILLS:
|
||||
value = currentUILevel->killed_monsters;
|
||||
max = currentUILevel->total_monsters;
|
||||
value = primaryLevel->killed_monsters;
|
||||
max = primaryLevel->total_monsters;
|
||||
break;
|
||||
case ITEMS:
|
||||
value = currentUILevel->found_items;
|
||||
max = currentUILevel->total_items;
|
||||
value = primaryLevel->found_items;
|
||||
max = primaryLevel->total_items;
|
||||
break;
|
||||
case SECRETS:
|
||||
value = currentUILevel->found_secrets;
|
||||
max = currentUILevel->total_secrets;
|
||||
value = primaryLevel->found_secrets;
|
||||
max = primaryLevel->total_secrets;
|
||||
break;
|
||||
case INVENTORY:
|
||||
{
|
||||
|
@ -2751,8 +2751,8 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
break;
|
||||
}
|
||||
case AIRTIME:
|
||||
value = clamp<int>(statusBar->CPlayer->air_finished - currentUILevel->time, 0, INT_MAX);
|
||||
max = currentUILevel->airsupply;
|
||||
value = clamp<int>(statusBar->CPlayer->air_finished - primaryLevel->time, 0, INT_MAX);
|
||||
max = primaryLevel->airsupply;
|
||||
break;
|
||||
case POWERUPTIME:
|
||||
{
|
||||
|
@ -2798,7 +2798,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
}
|
||||
else
|
||||
value = 0;
|
||||
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1))
|
||||
if(interpolationSpeed != 0 && (!hudChanged || primaryLevel->time == 1))
|
||||
{
|
||||
// [BL] Since we used a percentage (in order to get the most fluid animation)
|
||||
// we need to establish a cut off point so the last pixel won't hang as the animation slows
|
||||
|
@ -3192,7 +3192,7 @@ class CommandDrawGem : public SBarInfoCommand
|
|||
|
||||
goalValue = reverse ? 100 - goalValue : goalValue;
|
||||
|
||||
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1)) // At the start force an animation
|
||||
if(interpolationSpeed != 0 && (!hudChanged || primaryLevel->time == 1)) // At the start force an animation
|
||||
{
|
||||
if(goalValue < drawValue)
|
||||
drawValue -= clamp<int>((drawValue - goalValue) >> 2, 1, interpolationSpeed);
|
||||
|
@ -3202,7 +3202,7 @@ class CommandDrawGem : public SBarInfoCommand
|
|||
else
|
||||
drawValue = goalValue;
|
||||
|
||||
if(wiggle && currentUILevel->time & 1)
|
||||
if(wiggle && primaryLevel->time & 1)
|
||||
chainWiggle = pr_chainwiggle() & 1;
|
||||
}
|
||||
protected:
|
||||
|
|
|
@ -789,7 +789,7 @@ void DBaseStatusBar::RefreshViewBorder ()
|
|||
{
|
||||
return;
|
||||
}
|
||||
auto tex = GetBorderTexture(currentUILevel);
|
||||
auto tex = GetBorderTexture(primaryLevel);
|
||||
screen->DrawBorder (tex, 0, 0, Width, viewwindowy);
|
||||
screen->DrawBorder (tex, 0, viewwindowy, viewwindowx, viewheight + viewwindowy);
|
||||
screen->DrawBorder (tex, viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
|
||||
|
@ -815,7 +815,7 @@ void DBaseStatusBar::RefreshBackground () const
|
|||
|
||||
if (x == 0 && y == SCREENHEIGHT) return;
|
||||
|
||||
auto tex = GetBorderTexture(currentUILevel);
|
||||
auto tex = GetBorderTexture(primaryLevel);
|
||||
|
||||
if(!CompleteBorder)
|
||||
{
|
||||
|
|
|
@ -2285,8 +2285,8 @@ static void ClearMapinfo()
|
|||
AllSkills.Clear();
|
||||
DefaultSkill = -1;
|
||||
DeinitIntermissions();
|
||||
level.info = NULL;
|
||||
level.F1Pic = "";
|
||||
primaryLevel->info = nullptr;
|
||||
primaryLevel->F1Pic = "";
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -369,7 +369,7 @@ static void HU_DrawTimeRemaining (int y)
|
|||
if (deathmatch && timelimit && gamestate == GS_LEVEL)
|
||||
{
|
||||
char str[80];
|
||||
int timeleft = (int)(timelimit * TICRATE * 60) - currentUILevel->maptime;
|
||||
int timeleft = (int)(timelimit * TICRATE * 60) - primaryLevel->maptime;
|
||||
int hours, minutes, seconds;
|
||||
|
||||
if (timeleft < 0)
|
||||
|
|
|
@ -787,7 +787,7 @@ void DIntermissionController::Ticker ()
|
|||
switch (mGameState)
|
||||
{
|
||||
case FSTATE_InLevel:
|
||||
currentUILevel->SetMusic();
|
||||
primaryLevel->SetMusic();
|
||||
gamestate = GS_LEVEL;
|
||||
wipegamestate = GS_LEVEL;
|
||||
P_ResumeConversation ();
|
||||
|
|
|
@ -324,7 +324,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
case CHT_MASSACRE:
|
||||
case CHT_MASSACRE2:
|
||||
{
|
||||
int killcount = currentUILevel->Massacre (cheat == CHT_MASSACRE2);
|
||||
int killcount = primaryLevel->Massacre (cheat == CHT_MASSACRE2);
|
||||
// killough 3/22/98: make more intelligent about plural
|
||||
// Ty 03/27/98 - string(s) *not* externalized
|
||||
mysnprintf (msgbuild, countof(msgbuild), "%d %s%s Killed", killcount,
|
||||
|
|
|
@ -823,7 +823,7 @@ void CopyPlayer(player_t *dst, player_t *src, const char *name)
|
|||
|
||||
if (dst->Bot != nullptr)
|
||||
{
|
||||
botinfo_t *thebot = level.BotInfo.botinfo;
|
||||
botinfo_t *thebot = src->mo->Level->BotInfo.botinfo;
|
||||
while (thebot && stricmp(name, thebot->name))
|
||||
{
|
||||
thebot = thebot->next;
|
||||
|
@ -832,7 +832,7 @@ void CopyPlayer(player_t *dst, player_t *src, const char *name)
|
|||
{
|
||||
thebot->inuse = BOTINUSE_Yes;
|
||||
}
|
||||
level.BotInfo.botnum++;
|
||||
src->mo->Level->BotInfo.botnum++;
|
||||
dst->userinfo.TransferFrom(uibackup2);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -353,7 +353,11 @@ void P_FreeLevelData ()
|
|||
E_Shutdown(true);
|
||||
R_FreePastViewers();
|
||||
|
||||
level.ClearLevelData();
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
Level->ClearLevelData();
|
||||
}
|
||||
// primaryLevel->FreeSecondaryLevels();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -577,7 +581,10 @@ void P_Init ()
|
|||
|
||||
static void P_Shutdown ()
|
||||
{
|
||||
level.Thinkers.DestroyThinkersInList(STAT_STATIC);
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
|
||||
}
|
||||
P_FreeLevelData ();
|
||||
// [ZZ] delete global event handlers
|
||||
E_Shutdown(false);
|
||||
|
|
|
@ -65,7 +65,7 @@ bool P_CheckTickerPaused ()
|
|||
&& wipegamestate == gamestate)
|
||||
{
|
||||
// Only the current UI level's settings are relevant for sound.
|
||||
S_PauseSound (!(currentUILevel->flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
|
||||
S_PauseSound (!(primaryLevel->flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -99,7 +99,7 @@ void P_Ticker (void)
|
|||
|
||||
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
|
||||
// This may not be perfect but it is not really relevant for sublevels that tracer homing behavior is preserved.
|
||||
if ((currentUILevel->maptime & 3) == 0)
|
||||
if ((primaryLevel->maptime & 3) == 0)
|
||||
{
|
||||
if (globalchangefreeze)
|
||||
{
|
||||
|
@ -151,18 +151,22 @@ void P_Ticker (void)
|
|||
// [ZZ] call the WorldTick hook
|
||||
E_WorldTick();
|
||||
StatusBar->CallTick (); // [RH] moved this here
|
||||
level.Tick (); // [RH] let the level tick
|
||||
level.Thinkers.RunThinkers(&level);
|
||||
|
||||
//if added by MC: Freeze mode.
|
||||
if (!level.isFrozen())
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
P_UpdateSpecials (&level);
|
||||
P_RunEffects(&level); // [RH] Run particle effects
|
||||
}
|
||||
// todo: set up a sandbox for secondary levels here.
|
||||
Level->Tick(); // [RH] let the level tick
|
||||
Level->Thinkers.RunThinkers(Level);
|
||||
|
||||
//if added by MC: Freeze mode.
|
||||
if (!Level->isFrozen())
|
||||
{
|
||||
P_UpdateSpecials(Level);
|
||||
P_RunEffects(Level); // [RH] Run particle effects
|
||||
}
|
||||
|
||||
// for par times
|
||||
level.time++;
|
||||
level.maptime++;
|
||||
level.totaltime++;
|
||||
Level->time++;
|
||||
Level->maptime++;
|
||||
Level->totaltime++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -956,8 +956,8 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
|
|||
|
||||
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
|
||||
{
|
||||
currentUILevel->aircontrol = self;
|
||||
currentUILevel->AirControlChanged ();
|
||||
primaryLevel->aircontrol = self;
|
||||
primaryLevel->AirControlChanged ();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -165,7 +165,7 @@ static int DoomSpecificInfo (char *buffer, char *end)
|
|||
}
|
||||
else
|
||||
{
|
||||
p += snprintf (buffer+p, size-p, "\n\nCurrent map: %s", currentUILevel->MapName.GetChars());
|
||||
p += snprintf (buffer+p, size-p, "\n\nCurrent map: %s", primaryLevel->MapName.GetChars());
|
||||
|
||||
if (!viewactive)
|
||||
{
|
||||
|
|
|
@ -112,9 +112,10 @@ void IShadowMap::CollectLights()
|
|||
{
|
||||
if (mLights.Size() != 1024 * 4) mLights.Resize(1024 * 4);
|
||||
int lightindex = 0;
|
||||
auto Level = &level;
|
||||
|
||||
// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
|
||||
for (auto light = level.lights; light; light = light->next)
|
||||
for (auto light = Level->lights; light; light = light->next)
|
||||
{
|
||||
LightsProcessed++;
|
||||
if (light->shadowmapped && light->IsActive() && lightindex < 1024 * 4)
|
||||
|
|
|
@ -403,16 +403,16 @@ void S_Start ()
|
|||
FString LocalSndSeq;
|
||||
|
||||
// To be certain better check whether level is valid!
|
||||
if (currentUILevel->info)
|
||||
if (primaryLevel->info)
|
||||
{
|
||||
LocalSndInfo = currentUILevel->info->SoundInfo;
|
||||
LocalSndSeq = currentUILevel->info->SndSeq;
|
||||
LocalSndInfo = primaryLevel->info->SoundInfo;
|
||||
LocalSndSeq = primaryLevel->info->SndSeq;
|
||||
}
|
||||
|
||||
bool parse_ss = false;
|
||||
|
||||
// This level uses a different local SNDINFO
|
||||
if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !currentUILevel->info)
|
||||
if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !primaryLevel->info)
|
||||
{
|
||||
// First delete the old sound list
|
||||
for(unsigned i = 1; i < S_sfx.Size(); i++)
|
||||
|
@ -457,9 +457,9 @@ void S_Start ()
|
|||
|
||||
// Don't start the music if loading a savegame, because the music is stored there.
|
||||
// Don't start the music if revisiting a level in a hub for the same reason.
|
||||
if (!currentUILevel->IsReentering())
|
||||
if (!primaryLevel->IsReentering())
|
||||
{
|
||||
currentUILevel->SetMusic();
|
||||
primaryLevel->SetMusic();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -475,7 +475,7 @@ void S_PrecacheLevel (FLevelLocals *Level)
|
|||
{
|
||||
unsigned int i;
|
||||
|
||||
if (GSnd && Level == currentUILevel)
|
||||
if (GSnd && Level == primaryLevel)
|
||||
{
|
||||
for (i = 0; i < S_sfx.Size(); ++i)
|
||||
{
|
||||
|
@ -499,7 +499,7 @@ void S_PrecacheLevel (FLevelLocals *Level)
|
|||
FSoundID(snd).MarkUsed();
|
||||
}
|
||||
// Precache all extra sounds requested by this map.
|
||||
for (auto snd : currentUILevel->info->PrecacheSounds)
|
||||
for (auto snd : primaryLevel->info->PrecacheSounds)
|
||||
{
|
||||
FSoundID(snd).MarkUsed();
|
||||
}
|
||||
|
@ -705,8 +705,8 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
// on static analysis.
|
||||
if(type == SOURCE_Unattached)
|
||||
{
|
||||
sector_t *sec = currentUILevel->PointInSector(pt[0], pt[2]);
|
||||
DVector2 disp = currentUILevel->Displacements.getOffset(pgroup, sec->PortalGroup);
|
||||
sector_t *sec = primaryLevel->PointInSector(pt[0], pt[2]);
|
||||
DVector2 disp = primaryLevel->Displacements.getOffset(pgroup, sec->PortalGroup);
|
||||
pos->X = pt[0] - (float)disp.X;
|
||||
pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : (float)listenpos.Z;
|
||||
pos->Z = pt[2] - (float)disp.Y;
|
||||
|
@ -723,7 +723,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
//assert(actor != NULL);
|
||||
if (actor != NULL)
|
||||
{
|
||||
DVector2 disp = currentUILevel->Displacements.getOffset(pgroup, actor->Sector->PortalGroup);
|
||||
DVector2 disp = primaryLevel->Displacements.getOffset(pgroup, actor->Sector->PortalGroup);
|
||||
DVector3 posi = actor->Pos() - disp;
|
||||
*pos = { (float)posi.X, (float)posi.Z, (float)posi.Y };
|
||||
}
|
||||
|
@ -733,7 +733,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
assert(sector != NULL);
|
||||
if (sector != NULL)
|
||||
{
|
||||
DVector2 disp = currentUILevel->Displacements.getOffset(pgroup, sector->PortalGroup);
|
||||
DVector2 disp = primaryLevel->Displacements.getOffset(pgroup, sector->PortalGroup);
|
||||
if (chanflags & CHAN_AREA)
|
||||
{
|
||||
// listener must be reversely offset to calculate the proper sound origin.
|
||||
|
@ -755,7 +755,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
assert(poly != NULL);
|
||||
if (poly != NULL)
|
||||
{
|
||||
DVector2 disp = currentUILevel->Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup);
|
||||
DVector2 disp = primaryLevel->Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup);
|
||||
CalcPolyobjSoundOrg(listenpos + disp, poly, *pos);
|
||||
pos->X -= (float)disp.X;
|
||||
pos->Z -= (float)disp.Y;
|
||||
|
@ -852,7 +852,7 @@ static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, i
|
|||
if (!(sec->Level->i_compatflags & COMPATF_SECTORSOUNDS))
|
||||
{
|
||||
// Are we inside the sector? If yes, the closest point is the one we're on.
|
||||
if (currentUILevel->PointInSector(listenpos.X, listenpos.Y) == sec)
|
||||
if (primaryLevel->PointInSector(listenpos.X, listenpos.Y) == sec)
|
||||
{
|
||||
pos.X = (float)listenpos.X;
|
||||
pos.Z = (float)listenpos.Y;
|
||||
|
@ -916,7 +916,7 @@ static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly,
|
|||
//
|
||||
// S_StartSound
|
||||
//
|
||||
// 0 attenuation means full volume over whole currentUILevel->
|
||||
// 0 attenuation means full volume over whole primaryLevel->
|
||||
// 0 < attenuation means to scale the distance by that amount when
|
||||
// calculating volume.
|
||||
//
|
||||
|
@ -1337,7 +1337,7 @@ DEFINE_ACTION_FUNCTION(DObject, S_Sound)
|
|||
|
||||
void S_Sound (AActor *ent, int channel, FSoundID sound_id, float volume, float attenuation)
|
||||
{
|
||||
if (ent == nullptr || ent->Sector->Flags & SECF_SILENT || ent->Level != currentUILevel)
|
||||
if (ent == nullptr || ent->Sector->Flags & SECF_SILENT || ent->Level != primaryLevel)
|
||||
return;
|
||||
S_StartSound (ent, nullptr, nullptr, nullptr, channel, sound_id, volume, attenuation);
|
||||
}
|
||||
|
@ -1352,7 +1352,7 @@ void S_Sound (AActor *ent, int channel, FSoundID sound_id, float volume, float a
|
|||
|
||||
void S_SoundMinMaxDist(AActor *ent, int channel, FSoundID sound_id, float volume, float mindist, float maxdist)
|
||||
{
|
||||
if (ent == nullptr || ent->Sector->Flags & SECF_SILENT || ent->Level != currentUILevel)
|
||||
if (ent == nullptr || ent->Sector->Flags & SECF_SILENT || ent->Level != primaryLevel)
|
||||
return;
|
||||
|
||||
FRolloffInfo rolloff;
|
||||
|
@ -1371,7 +1371,7 @@ void S_SoundMinMaxDist(AActor *ent, int channel, FSoundID sound_id, float volume
|
|||
|
||||
void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume, float attenuation)
|
||||
{
|
||||
if (poly->Level != currentUILevel) return;
|
||||
if (poly->Level != primaryLevel) return;
|
||||
S_StartSound (nullptr, nullptr, poly, nullptr, channel, sound_id, volume, attenuation);
|
||||
}
|
||||
|
||||
|
@ -1383,7 +1383,7 @@ void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume
|
|||
|
||||
void S_Sound(FLevelLocals *Level, const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation)
|
||||
{
|
||||
if (Level != currentUILevel) return;
|
||||
if (Level != primaryLevel) return;
|
||||
// The sound system switches Y and Z around.
|
||||
FVector3 p((float)pos.X, (float)pos.Z, (float)pos.Y);
|
||||
S_StartSound (nullptr, nullptr, nullptr, &p, channel, sound_id, volume, attenuation);
|
||||
|
@ -1397,7 +1397,7 @@ void S_Sound(FLevelLocals *Level, const DVector3 &pos, int channel, FSoundID sou
|
|||
|
||||
void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation)
|
||||
{
|
||||
if (sec->Level != currentUILevel) return;
|
||||
if (sec->Level != primaryLevel) return;
|
||||
S_StartSound (nullptr, sec, nullptr, nullptr, channel, sfxid, volume, attenuation);
|
||||
}
|
||||
|
||||
|
@ -1411,7 +1411,7 @@ void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, fl
|
|||
|
||||
void S_PlaySound(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local)
|
||||
{
|
||||
if (a == nullptr || a->Sector->Flags & SECF_SILENT || a->Level != currentUILevel)
|
||||
if (a == nullptr || a->Sector->Flags & SECF_SILENT || a->Level != primaryLevel)
|
||||
return;
|
||||
|
||||
if (!local)
|
||||
|
@ -2190,7 +2190,7 @@ void S_UpdateSounds (AActor *listenactor)
|
|||
GSnd->UpdateListener(&listener);
|
||||
GSnd->UpdateSounds();
|
||||
|
||||
if (currentUILevel->time >= RestartEvictionsAt)
|
||||
if (primaryLevel->time >= RestartEvictionsAt)
|
||||
{
|
||||
RestartEvictionsAt = 0;
|
||||
S_RestoreEvictedChannels();
|
||||
|
@ -2216,8 +2216,8 @@ static void S_SetListener(SoundListener &listener, AActor *listenactor)
|
|||
listener.velocity.Zero();
|
||||
listener.position = listenactor->SoundPos();
|
||||
listener.underwater = listenactor->waterlevel == 3;
|
||||
assert(currentUILevel->Zones.Size() > listenactor->Sector->ZoneNumber);
|
||||
listener.Environment = currentUILevel->Zones[listenactor->Sector->ZoneNumber].Environment;
|
||||
assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
|
||||
listener.Environment = primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
|
||||
listener.valid = true;
|
||||
}
|
||||
else
|
||||
|
@ -2495,7 +2495,7 @@ void S_SerializeSounds(FSerializer &arc)
|
|||
// playing before the wipe, and depending on the synchronization
|
||||
// between the main thread and the mixer thread at the time, the
|
||||
// sounds might be heard briefly before pausing for the wipe.
|
||||
RestartEvictionsAt = currentUILevel->time + 2;
|
||||
RestartEvictionsAt = primaryLevel->time + 2;
|
||||
}
|
||||
GSnd->Sync(false);
|
||||
GSnd->UpdateSounds();
|
||||
|
@ -2585,8 +2585,8 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
|
|||
{
|
||||
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
|
||||
{
|
||||
musicname = currentUILevel->Music;
|
||||
order = currentUILevel->musicorder;
|
||||
musicname = primaryLevel->Music;
|
||||
order = primaryLevel->musicorder;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2866,7 +2866,7 @@ CCMD (loopsound)
|
|||
}
|
||||
else
|
||||
{
|
||||
AActor *icon = Spawn(&level, "SpeakerIcon", players[consoleplayer].mo->PosPlusZ(32.), ALLOW_REPLACE);
|
||||
AActor *icon = Spawn(primaryLevel, "SpeakerIcon", players[consoleplayer].mo->PosPlusZ(32.), ALLOW_REPLACE);
|
||||
if (icon != NULL)
|
||||
{
|
||||
S_Sound(icon, CHAN_BODY | CHAN_LOOP, id, 1.f, ATTN_IDLE);
|
||||
|
|
|
@ -2359,7 +2359,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, SetClipRect, SBar_SetClipRect)
|
|||
|
||||
static void GetGlobalACSString(int index, FString *result)
|
||||
{
|
||||
*result = currentUILevel->Behaviors.LookupString(ACS_GlobalVars[index]);
|
||||
*result = primaryLevel->Behaviors.LookupString(ACS_GlobalVars[index]);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSString, GetGlobalACSString)
|
||||
|
@ -2373,7 +2373,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSString, GetGlobalACSSt
|
|||
|
||||
static void GetGlobalACSArrayString(int arrayno, int index, FString *result)
|
||||
{
|
||||
*result = currentUILevel->Behaviors.LookupString(ACS_GlobalVars[index]);
|
||||
*result = primaryLevel->Behaviors.LookupString(ACS_GlobalVars[index]);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSArrayString, GetGlobalACSArrayString)
|
||||
|
@ -2846,8 +2846,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_AltHUD, GetLatency, Net_GetLatency)
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_GLOBAL(level);
|
||||
DEFINE_GLOBAL(currentUILevel);
|
||||
DEFINE_GLOBAL(currentVMLevel, level);
|
||||
DEFINE_FIELD(FLevelLocals, sectors)
|
||||
DEFINE_FIELD(FLevelLocals, lines)
|
||||
DEFINE_FIELD(FLevelLocals, sides)
|
||||
|
|
|
@ -489,7 +489,7 @@ static bool Cht_ChangeStartSpot (cheatseq_t *cheat)
|
|||
{
|
||||
char cmd[64];
|
||||
|
||||
mysnprintf (cmd, countof(cmd), "changemap %s %c", currentUILevel->MapName.GetChars(), cheat->Args[0]);
|
||||
mysnprintf (cmd, countof(cmd), "changemap %s %c", primaryLevel->MapName.GetChars(), cheat->Args[0]);
|
||||
C_DoCommand (cmd);
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -577,7 +577,7 @@ FString GetStatString()
|
|||
|
||||
CCMD(printstats)
|
||||
{
|
||||
StoreLevelStats(currentUILevel); // Refresh the current level's results.
|
||||
StoreLevelStats(primaryLevel); // Refresh the current level's results.
|
||||
Printf("%s", GetStatString().GetChars());
|
||||
}
|
||||
|
||||
|
@ -596,6 +596,6 @@ CCMD(finishgame)
|
|||
|
||||
ADD_STAT(statistics)
|
||||
{
|
||||
StoreLevelStats(currentUILevel); // Refresh the current level's results.
|
||||
StoreLevelStats(primaryLevel); // Refresh the current level's results.
|
||||
return GetStatString();
|
||||
}
|
||||
|
|
|
@ -428,7 +428,7 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
|
|||
// is necessary in order to best reproduce Doom's original lighting.
|
||||
double fadelevel;
|
||||
|
||||
if (vid_rendermode != 4 || currentUILevel->lightMode == ELightMode::Doom || currentUILevel->lightMode == ELightMode::ZDoomSoftware || currentUILevel->lightMode == ELightMode::DoomSoftware)
|
||||
if (vid_rendermode != 4 || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
|
||||
{
|
||||
double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.));
|
||||
fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
|
||||
|
|
|
@ -595,8 +595,8 @@ void V_OutputResized (int width, int height)
|
|||
C_NewModeAdjust();
|
||||
// Reload crosshair if transitioned to a different size
|
||||
ST_LoadCrosshair(true);
|
||||
if (currentUILevel && currentUILevel->automap)
|
||||
currentUILevel->automap->NewResolution();
|
||||
if (primaryLevel && primaryLevel->automap)
|
||||
primaryLevel->automap->NewResolution();
|
||||
}
|
||||
|
||||
void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2)
|
||||
|
|
|
@ -1105,7 +1105,7 @@ void DoomSpecificInfo (char *buffer, size_t bufflen)
|
|||
}
|
||||
else
|
||||
{
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nCurrent map: %s", currentUILevel->MapName.GetChars());
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nCurrent map: %s", primaryLevel->MapName.GetChars());
|
||||
|
||||
if (!viewactive)
|
||||
{
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
|
||||
struct _ native // These are the global variables, the struct is only here to avoid extending the parser for this.
|
||||
{
|
||||
native readonly Array<class> AllClasses;
|
||||
|
@ -7,20 +8,16 @@ struct _ native // These are the global variables, the struct is only here to av
|
|||
native readonly Array<@Team> Teams;
|
||||
native int validcount;
|
||||
native readonly bool multiplayer;
|
||||
deprecated("3.8") native play @LevelLocals level;
|
||||
native @KeyBindings Bindings;
|
||||
native @KeyBindings AutomapBindings;
|
||||
native play @DehInfo deh;
|
||||
native readonly @GameInfoStruct gameinfo;
|
||||
native play @PlayerInfo players[MAXPLAYERS];
|
||||
native readonly bool playeringame[MAXPLAYERS];
|
||||
native readonly ui bool netgame;
|
||||
|
||||
native readonly bool automapactive;
|
||||
native play uint gameaction;
|
||||
native readonly int gamestate;
|
||||
native readonly TextureID skyflatnum;
|
||||
native readonly int consoleplayer;
|
||||
native readonly Font smallfont;
|
||||
native readonly Font smallfont2;
|
||||
native readonly Font bigfont;
|
||||
|
@ -43,10 +40,16 @@ struct _ native // These are the global variables, the struct is only here to av
|
|||
native readonly int Net_Arbitrator;
|
||||
native ui BaseStatusBar StatusBar;
|
||||
native readonly Weapon WP_NOCHANGE;
|
||||
native int LocalViewPitch;
|
||||
native ui readonly LevelLocals currentUILevel;
|
||||
deprecated("3.8") native readonly bool globalfreeze;
|
||||
|
||||
native int LocalViewPitch;
|
||||
|
||||
// sandbox state in multi-level setups:
|
||||
|
||||
native play @PlayerInfo players[MAXPLAYERS];
|
||||
native readonly bool playeringame[MAXPLAYERS];
|
||||
native readonly int consoleplayer;
|
||||
native play LevelLocals Level;
|
||||
|
||||
}
|
||||
|
||||
struct TexMan
|
||||
|
|
|
@ -97,15 +97,15 @@ struct Side native play
|
|||
|
||||
int GetUDMFInt(Name nm)
|
||||
{
|
||||
return sector.Level.GetUDMFInt(LevelLocals.UDMF_Side, Index(), nm);
|
||||
return Level.GetUDMFInt(LevelLocals.UDMF_Side, Index(), nm);
|
||||
}
|
||||
double GetUDMFFloat(Name nm)
|
||||
{
|
||||
return sector.Level.GetUDMFFloat(LevelLocals.UDMF_Side, Index(), nm);
|
||||
return Level.GetUDMFFloat(LevelLocals.UDMF_Side, Index(), nm);
|
||||
}
|
||||
String GetUDMFString(Name nm)
|
||||
{
|
||||
return sector.Level.GetUDMFString(LevelLocals.UDMF_Side, Index(), nm);
|
||||
return Level.GetUDMFString(LevelLocals.UDMF_Side, Index(), nm);
|
||||
}
|
||||
|
||||
};
|
||||
|
@ -180,15 +180,15 @@ struct Line native play
|
|||
|
||||
int GetUDMFInt(Name nm)
|
||||
{
|
||||
return frontsector.Level.GetUDMFInt(LevelLocals.UDMF_Line, Index(), nm);
|
||||
return Level.GetUDMFInt(LevelLocals.UDMF_Line, Index(), nm);
|
||||
}
|
||||
double GetUDMFFloat(Name nm)
|
||||
{
|
||||
return frontsector.Level.GetUDMFFloat(LevelLocals.UDMF_Line, Index(), nm);
|
||||
return Level.GetUDMFFloat(LevelLocals.UDMF_Line, Index(), nm);
|
||||
}
|
||||
String GetUDMFString(Name nm)
|
||||
{
|
||||
return frontsector.Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
|
||||
return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
|
||||
}
|
||||
|
||||
native clearscope int GetHealth();
|
||||
|
@ -259,7 +259,6 @@ struct Sector native play
|
|||
native SectorEffect floordata;
|
||||
native SectorEffect ceilingdata;
|
||||
native SectorEffect lightingdata;
|
||||
native readonly LevelLocals Level;
|
||||
|
||||
enum EPlane
|
||||
{
|
||||
|
|
|
@ -509,7 +509,7 @@ class ConversationMenu : Menu
|
|||
override void Ticker()
|
||||
{
|
||||
// [CW] Freeze the game depending on MAPINFO options.
|
||||
if (ConversationPauseTic < gametic && !multiplayer && !currentUILevel.no_dlg_freeze)
|
||||
if (ConversationPauseTic < gametic && !multiplayer && !Level.no_dlg_freeze)
|
||||
{
|
||||
menuactive = Menu.On;
|
||||
}
|
||||
|
|
|
@ -57,9 +57,9 @@ class ReadThisMenu : GenericMenu
|
|||
TextureID tex, prevpic;
|
||||
|
||||
// Did the mapper choose a custom help page via MAPINFO?
|
||||
if (currentUILevel.F1Pic.Length() != 0)
|
||||
if (Level.F1Pic.Length() != 0)
|
||||
{
|
||||
tex = TexMan.CheckForTexture(currentUILevel.F1Pic, TexMan.Type_MiscPatch);
|
||||
tex = TexMan.CheckForTexture(Level.F1Pic, TexMan.Type_MiscPatch);
|
||||
mScreen = 1;
|
||||
}
|
||||
|
||||
|
@ -98,7 +98,7 @@ class ReadThisMenu : GenericMenu
|
|||
MenuSound("menu/choose");
|
||||
mScreen++;
|
||||
mInfoTic = gametic;
|
||||
if (currentUILevel.F1Pic.Length() != 0 || mScreen > gameinfo.infoPages.Size())
|
||||
if (Level.F1Pic.Length() != 0 || mScreen > gameinfo.infoPages.Size())
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
|
|
@ -334,13 +334,6 @@ class PlayerPawn : Actor
|
|||
{
|
||||
let player = self.player;
|
||||
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player.Bot == null && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
let weapn = player.ReadyWeapon;
|
||||
if (weapn == null || !weapn.CheckAmmo (Weapon.PrimaryFire, true))
|
||||
{
|
||||
|
@ -369,13 +362,6 @@ class PlayerPawn : Actor
|
|||
|
||||
virtual void FireWeaponAlt (State stat)
|
||||
{
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player.Bot == null && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
let weapn = player.ReadyWeapon;
|
||||
if (weapn == null || weapn.FindState('AltFire') == null || !weapn.CheckAmmo (Weapon.AltFire, true))
|
||||
{
|
||||
|
|
|
@ -461,7 +461,7 @@ class StatusScreen abstract play version("2.5")
|
|||
if (cnt == 0)
|
||||
{
|
||||
End();
|
||||
currentUILevel.WorldDone();
|
||||
Level.WorldDone();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -477,7 +477,7 @@ class StatusScreen abstract play version("2.5")
|
|||
{
|
||||
// Last map in episode - there is no next location!
|
||||
End();
|
||||
currentUILevel.WorldDone();
|
||||
Level.WorldDone();
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -608,7 +608,7 @@ class StatusScreen abstract play version("2.5")
|
|||
|
||||
virtual void StartMusic()
|
||||
{
|
||||
currentUILevel.SetInterMusic(wbs.next);
|
||||
Level.SetInterMusic(wbs.next);
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
|
@ -706,7 +706,7 @@ class StatusScreen abstract play version("2.5")
|
|||
Par = TexMan.CheckForTexture("WIPAR", TexMan.Type_MiscPatch); // "par"
|
||||
|
||||
// Use the local level structure which can be overridden by hubs
|
||||
lnametexts[0] = currentUILevel.LevelName;
|
||||
lnametexts[0] = Level.LevelName;
|
||||
lnametexts[1] = wbstartstruct.nextname;
|
||||
|
||||
bg = InterBackground.Create(wbs);
|
||||
|
|
|
@ -200,17 +200,17 @@ class AltHud ui
|
|||
// work in cooperative hub games
|
||||
if (hud_showsecrets)
|
||||
{
|
||||
DrawStatLine(x, y, "S:", String.Format("%i/%i ", multiplayer? CPlayer.secretcount : currentUILevel.found_secrets, currentUILevel.total_secrets));
|
||||
DrawStatLine(x, y, "S:", String.Format("%i/%i ", multiplayer? CPlayer.secretcount : Level.found_secrets, Level.total_secrets));
|
||||
}
|
||||
|
||||
if (hud_showitems)
|
||||
{
|
||||
DrawStatLine(x, y, "I:", String.Format("%i/%i ", multiplayer? CPlayer.itemcount : currentUILevel.found_items, currentUILevel.total_items));
|
||||
DrawStatLine(x, y, "I:", String.Format("%i/%i ", multiplayer? CPlayer.itemcount : Level.found_items, Level.total_items));
|
||||
}
|
||||
|
||||
if (hud_showmonsters)
|
||||
{
|
||||
DrawStatLine(x, y, "K:", String.Format("%i/%i ", multiplayer? CPlayer.killcount : currentUILevel.killed_monsters, currentUILevel.total_monsters));
|
||||
DrawStatLine(x, y, "K:", String.Format("%i/%i ", multiplayer? CPlayer.killcount : Level.killed_monsters, Level.total_monsters));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -734,18 +734,18 @@ class AltHud ui
|
|||
}
|
||||
else
|
||||
{
|
||||
pos.xy = currentUILevel.GetAutomapPosition();
|
||||
pos.z = currentUILevel.PointInSector(pos.xy).floorplane.ZatPoint(pos.xy);
|
||||
pos.xy = Level.GetAutomapPosition();
|
||||
pos.z = Level.PointInSector(pos.xy).floorplane.ZatPoint(pos.xy);
|
||||
}
|
||||
|
||||
int xpos = hudwidth - SmallFont.StringWidth("X: -00000")-6;
|
||||
int ypos = 18;
|
||||
|
||||
screen.DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont.StringWidth(currentUILevel.MapName), ypos, currentUILevel.MapName,
|
||||
screen.DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont.StringWidth(Level.MapName), ypos, Level.MapName,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
||||
|
||||
screen.DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont.StringWidth(currentUILevel.LevelName), ypos + h, currentUILevel.LevelName,
|
||||
screen.DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont.StringWidth(Level.LevelName), ypos + h, Level.LevelName,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
||||
|
||||
|
@ -788,10 +788,10 @@ class AltHud ui
|
|||
{
|
||||
int timeTicks =
|
||||
hud_showtime < 4
|
||||
? currentUILevel.maptime
|
||||
? Level.maptime
|
||||
: (hud_showtime < 6
|
||||
? currentUILevel.time
|
||||
: currentUILevel.totaltime);
|
||||
? Level.time
|
||||
: Level.totaltime);
|
||||
timeSeconds = Thinker.Tics2Seconds(timeTicks);
|
||||
}
|
||||
else
|
||||
|
@ -810,7 +810,7 @@ class AltHud ui
|
|||
|
||||
if (showMillis)
|
||||
{
|
||||
int millis = (currentUILevel.time % Thinker.TICRATE) * (1000 / Thinker.TICRATE);
|
||||
int millis = (Level.time % Thinker.TICRATE) * (1000 / Thinker.TICRATE);
|
||||
timeString = String.Format("%02i:%02i:%02i.%03i", hours, minutes, seconds, millis);
|
||||
}
|
||||
else if (showSeconds)
|
||||
|
@ -941,23 +941,23 @@ class AltHud ui
|
|||
|
||||
if (am_showtotaltime)
|
||||
{
|
||||
DrawTimeString(SmallFont, hudcolor_ttim, currentUILevel.totaltime, hudwidth-2, bottom, 1);
|
||||
DrawTimeString(SmallFont, hudcolor_ttim, Level.totaltime, hudwidth-2, bottom, 1);
|
||||
bottom -= fonth;
|
||||
}
|
||||
|
||||
if (am_showtime)
|
||||
{
|
||||
if (currentUILevel.clusterflags & currentUILevel.CLUSTER_HUB)
|
||||
if (Level.clusterflags & Level.CLUSTER_HUB)
|
||||
{
|
||||
DrawTimeString(SmallFont, hudcolor_time, currentUILevel.time, hudwidth-2, bottom, 1);
|
||||
DrawTimeString(SmallFont, hudcolor_time, Level.time, hudwidth-2, bottom, 1);
|
||||
bottom -= fonth;
|
||||
}
|
||||
|
||||
// Single level time for hubs
|
||||
DrawTimeString(SmallFont, hudcolor_ltim, currentUILevel.maptime, hudwidth-2, bottom, 1);
|
||||
DrawTimeString(SmallFont, hudcolor_ltim, Level.maptime, hudwidth-2, bottom, 1);
|
||||
}
|
||||
|
||||
screen.DrawText(SmallFont, 0, 1, hudheight - fonth - 1, currentUILevel.FormatMapName(hudcolor_titl),
|
||||
screen.DrawText(SmallFont, 0, 1, hudheight - fonth - 1, Level.FormatMapName(hudcolor_titl),
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
||||
|
||||
|
|
|
@ -105,7 +105,7 @@ class DoomStatusBar : BaseStatusBar
|
|||
DrawImage("STFBANY", (143, 168), DI_ITEM_OFFSETS|DI_TRANSLATABLE);
|
||||
}
|
||||
|
||||
if (CPlayer.mo.InvSel != null && !currentUILevel.NoInventoryBar)
|
||||
if (CPlayer.mo.InvSel != null && !Level.NoInventoryBar)
|
||||
{
|
||||
DrawInventoryIcon(CPlayer.mo.InvSel, (160, 198));
|
||||
if (CPlayer.mo.InvSel.Amount > 1)
|
||||
|
@ -153,7 +153,7 @@ class DoomStatusBar : BaseStatusBar
|
|||
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
|
||||
invY -= 20;
|
||||
}
|
||||
if (!isInventoryBarVisible() && !currentUILevel.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
if (!isInventoryBarVisible() && !Level.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
{
|
||||
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
|
||||
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
|
||||
|
|
|
@ -60,7 +60,7 @@ class HarmonyStatusBar : DoomStatusBar
|
|||
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
|
||||
invY -= 20;
|
||||
}
|
||||
if (!isInventoryBarVisible() && !currentUILevel.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
if (!isInventoryBarVisible() && !Level.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
{
|
||||
DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
|
||||
DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
|
||||
|
|
|
@ -43,7 +43,7 @@ class HereticStatusBar : BaseStatusBar
|
|||
mHealthInterpolator.Update(CPlayer.health);
|
||||
|
||||
// wiggle the chain if it moves
|
||||
if (currentUILevel.time & 1)
|
||||
if (Level.time & 1)
|
||||
{
|
||||
wiggle = (mHealthInterpolator.GetValue() != CPlayer.health) && Random[ChainWiggle](0, 1);
|
||||
}
|
||||
|
@ -200,7 +200,7 @@ class HereticStatusBar : BaseStatusBar
|
|||
y -= 40;
|
||||
}
|
||||
|
||||
if (!isInventoryBarVisible() && !currentUILevel.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
if (!isInventoryBarVisible() && !Level.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
{
|
||||
// This code was changed to always fit the item into the box, regardless of alignment or sprite size.
|
||||
// Heretic's ARTIBOX is 30x30 pixels.
|
||||
|
|
|
@ -74,7 +74,7 @@ class HexenStatusBar : BaseStatusBar
|
|||
DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (70, -16));
|
||||
}
|
||||
|
||||
if (!isInventoryBarVisible() && !currentUILevel.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
if (!isInventoryBarVisible() && !Level.NoInventoryBar && CPlayer.mo.InvSel != null)
|
||||
{
|
||||
// This code was changed to always fit the item into the box, regardless of alignment or sprite size.
|
||||
// Heretic's ARTIBOX is 30x30 pixels.
|
||||
|
|
|
@ -597,9 +597,9 @@ class BaseStatusBar native ui
|
|||
int GetAirTime()
|
||||
{
|
||||
if(CPlayer.mo.waterlevel < 3)
|
||||
return currentUILevel.airsupply;
|
||||
return Level.airsupply;
|
||||
else
|
||||
return max(CPlayer.air_finished - currentUILevel.time, 0);
|
||||
return max(CPlayer.air_finished - Level.time, 0);
|
||||
}
|
||||
|
||||
int GetSelectedInventoryAmount()
|
||||
|
@ -654,7 +654,7 @@ class BaseStatusBar native ui
|
|||
bool isInventoryBarVisible()
|
||||
{
|
||||
if (CPlayer == null) return false;
|
||||
return (CPlayer.inventorytics > 0 && !currentUILevel.NoInventoryBar);
|
||||
return (CPlayer.inventorytics > 0 && !Level.NoInventoryBar);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -850,13 +850,13 @@ class BaseStatusBar native ui
|
|||
let width = SmallFont.StringWidth("00:00:00");
|
||||
if (am_showtime)
|
||||
{
|
||||
printtext = currentUILevel.TimeFormatted();
|
||||
DrawString(mSmallFont, currentUILevel.TimeFormatted(), (-textdist-width, y), 0, crdefault);
|
||||
printtext = Level.TimeFormatted();
|
||||
DrawString(mSmallFont, Level.TimeFormatted(), (-textdist-width, y), 0, crdefault);
|
||||
y += height;
|
||||
}
|
||||
if (am_showtotaltime)
|
||||
{
|
||||
DrawString(mSmallFont, currentUILevel.TimeFormatted(true), (-textdist-width, y), 0, crdefault);
|
||||
DrawString(mSmallFont, Level.TimeFormatted(true), (-textdist-width, y), 0, crdefault);
|
||||
}
|
||||
|
||||
if (!deathmatch)
|
||||
|
@ -866,25 +866,25 @@ class BaseStatusBar native ui
|
|||
// Draw monster count
|
||||
if (am_showmonsters)
|
||||
{
|
||||
DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_MONSTERS"), crdefault+65, currentUILevel.killed_monsters, currentUILevel.total_monsters), (textdist, y), 0, highlight);
|
||||
DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_MONSTERS"), crdefault+65, Level.killed_monsters, Level.total_monsters), (textdist, y), 0, highlight);
|
||||
y += height;
|
||||
}
|
||||
|
||||
// Draw secret count
|
||||
if (am_showsecrets)
|
||||
{
|
||||
DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_SECRETS"), crdefault+65, currentUILevel.found_secrets, currentUILevel.total_secrets), (textdist, y), 0, highlight);
|
||||
DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_SECRETS"), crdefault+65, Level.found_secrets, Level.total_secrets), (textdist, y), 0, highlight);
|
||||
y += height;
|
||||
}
|
||||
|
||||
// Draw item count
|
||||
if (am_showitems)
|
||||
{
|
||||
DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_ITEMS"), crdefault+65, currentUILevel.found_items, currentUILevel.total_items), (textdist, y), 0, highlight);
|
||||
DrawString(mSmallFont, String.Format("%s\34%c %d/%d", Stringtable.Localize("$AM_ITEMS"), crdefault+65, Level.found_items, Level.total_items), (textdist, y), 0, highlight);
|
||||
}
|
||||
}
|
||||
|
||||
String mapname = currentUILevel.FormatMapName(crdefault);
|
||||
String mapname = Level.FormatMapName(crdefault);
|
||||
BrokenLines lines = SmallFont.BreakLines(mapname, int(SCREENWIDTH / scale.X));
|
||||
int numlines = lines.Count();
|
||||
int finalwidth = int(SmallFont.StringWidth(lines.StringAt(numlines-1)) * scale.X);
|
||||
|
|
|
@ -427,7 +427,7 @@ class StrifeStatusBar : BaseStatusBar
|
|||
case POP_Log:
|
||||
{
|
||||
// Draw the latest log message.
|
||||
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 210 * xscale, top + 8 * yscale, currentUILevel.TimeFormatted(),
|
||||
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 210 * xscale, top + 8 * yscale, Level.TimeFormatted(),
|
||||
DTA_CleanNoMove, true);
|
||||
|
||||
if (CPlayer.LogText.Length() > 0)
|
||||
|
|
Loading…
Reference in a new issue