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https://github.com/ZDoom/gzdoom-gles.git
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- Modified the way autosaves are done. Instead of setting gameaction to
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is processed, it will check if it's okay to do an autosave. If it is, it writes DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave. Essentially, about half of the functionality was moved out of G_DoAutoSave() and into Net_DoCommand(). - Minor changes to OS detection: The os_WinNT enumeration has been renamed to os_WinNT4, since every new OS coming out of Microsoft these days is essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows Server 2003" and "Windows Vista" respectively, and any unknown NT versions Microsoft introduces in the future will now be displayed as "Windows NT" instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the minor version is non-0. Win32s detection has also been removed. Presumably if somebody is foolish enough to try to run this on Windows 3.x with Win32s, it won't even load due to missing DLLs. - Fixed: Demos with NETD chunks should not set netgame to true unless they have more than one player. And since netdemo is ignored if netgame is false, it doesn't need to set that either. - Fixed: FTexture::GetScaled* functions did not check for scale values of 0. SVN r354 (trunk)
This commit is contained in:
parent
39d2ef0460
commit
7c1fbe7ee5
13 changed files with 89 additions and 54 deletions
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@ -1,3 +1,20 @@
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October 19, 2006
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- Modified the way autosaves are done. Instead of setting gameaction to
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ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is
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processed, it will check if it's okay to do an autosave. If it is, it writes
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DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave.
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Essentially, about half of the functionality was moved out of G_DoAutoSave()
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and into Net_DoCommand().
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- Minor changes to OS detection: The os_WinNT enumeration has been renamed to
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os_WinNT4, since every new OS coming out of Microsoft these days is
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essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows
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Server 2003" and "Windows Vista" respectively, and any unknown NT versions
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Microsoft introduces in the future will now be displayed as "Windows NT"
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instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the
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minor version is non-0. Win32s detection has also been removed. Presumably
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if somebody is foolish enough to try to run this on Windows 3.x with Win32s,
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it won't even load due to missing DLLs.
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October 15, 2006 (Changes by Graf Zahl)
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- Changed the rocket so that the FX_ROCKET flag is set in the actor
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definition and not in BeginPlay.
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@ -5,6 +22,12 @@ October 15, 2006 (Changes by Graf Zahl)
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(MF5_DEHEXPLOSION) so that its effects can be used on other actors
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as well without having to inherit from the rocket.
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October 9, 2006
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- Fixed: Demos with NETD chunks should not set netgame to true unless they
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have more than one player. And since netdemo is ignored if netgame is
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false, it doesn't need to set that either.
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- Fixed: FTexture::GetScaled* functions did not check for scale values of 0.
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October 7, 2006 (Changes by Graf Zahl)
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- Fixed: PrintAlias passed FString objects directly to Printf.
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- Added bitwise not (~) operator to ACS.
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@ -55,6 +55,9 @@
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int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
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int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net);
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (Int, autosavecount)
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//#define SIMULATEERRORS (RAND_MAX/3)
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#define SIMULATEERRORS 0
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@ -2220,6 +2223,25 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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gameaction = ga_savegame;
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break;
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case DEM_CHECKAUTOSAVE:
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// Do not autosave in multiplayer games or when dead.
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// For demo playback, DEM_DOAUTOSAVE already exists in the demo if the
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// autosave happened. And if it doesn't, we must not generate it.
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if (multiplayer ||
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demoplayback ||
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players[consoleplayer].playerstate != PST_LIVE ||
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disableautosave >= 2 ||
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autosavecount == 0)
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{
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break;
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}
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Net_WriteByte (DEM_DOAUTOSAVE);
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break;
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case DEM_DOAUTOSAVE:
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gameaction = ga_autosave;
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break;
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case DEM_FOV:
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{
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float newfov = (float)ReadByte (stream);
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@ -139,7 +139,9 @@ enum EDemoCommand
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DEM_SUMMONFRIEND, // 37 String: Thing to fabricate
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DEM_SPRAY, // 38 String: The decal to spray
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DEM_CROUCH, // 39
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DEM_RUNSCRIPT2 // 40 Same as DEM_RUNSCRIPT, but always executes
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DEM_RUNSCRIPT2, // 40 Same as DEM_RUNSCRIPT, but always executes
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DEM_CHECKAUTOSAVE, // 41 Check if the user has autosaves enabled. Ignored for demoplayback.
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DEM_DOAUTOSAVE, // 42 An autosave should be made
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};
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// The following are implemented by cht_DoCheat in m_cheat.cpp
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@ -97,7 +97,7 @@ void G_DoCompleted (void);
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void G_DoVictory (void);
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void G_DoWorldDone (void);
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void G_DoSaveGame (bool okForQuicksave);
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void G_DoAutoSave (void);
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void G_DoAutoSave ();
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FIntCVar gameskill ("skill", 2, CVAR_SERVERINFO|CVAR_LATCH);
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CVAR (Int, deathmatch, 0, CVAR_SERVERINFO|CVAR_LATCH);
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@ -1700,7 +1700,9 @@ void G_DoLoadGame ()
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// load a base level
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savegamerestore = true; // Use the player actors in the savegame
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bool demoplaybacksave = demoplayback;
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G_InitNew (map, false);
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demoplayback = demoplaybacksave;
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delete[] map;
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savegamerestore = false;
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@ -1802,22 +1804,12 @@ extern void P_CalcHeight (player_t *);
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void G_DoAutoSave ()
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{
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// Do not autosave in multiplayer games or demos or when dead
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if (multiplayer ||
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demoplayback ||
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players[consoleplayer].playerstate != PST_LIVE ||
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disableautosave >= 2 ||
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autosavecount == 0)
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{
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gameaction = ga_nothing;
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return;
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}
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// Keep up to four autosaves at a time
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UCVarValue num;
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char *readableTime;
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int count = autosavecount != 0 ? autosavecount : 1;
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num.Int = (autosavenum + 1) % autosavecount;
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num.Int = (autosavenum + 1) % count;
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autosavenum.ForceSet (num, CVAR_Int);
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savegamefile = G_BuildSaveName ("auto", num.Int);
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@ -1967,8 +1959,7 @@ void G_DoSaveGame (bool okForQuicksave)
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{
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if (demoplayback)
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{
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gameaction = ga_nothing;
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return;
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savegamefile = G_BuildSaveName ("demosave.zds", -1);
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}
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insave = true;
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@ -2368,7 +2359,7 @@ bool G_ProcessIFFDemo (char *mapname)
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break;
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case NETD_ID:
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multiplayer = netgame = netdemo = true;
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multiplayer = true;
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break;
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case BODY_ID:
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@ -1819,7 +1819,7 @@ IMPLEMENT_CLASS (DAutosaver)
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void DAutosaver::Tick ()
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{
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gameaction = ga_autosave;
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Net_WriteByte (DEM_CHECKAUTOSAVE);
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Destroy ();
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}
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@ -2470,7 +2470,7 @@ FUNC(LS_Autosave)
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{
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if (gameaction != ga_savegame)
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{
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gameaction = ga_autosave;
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Net_WriteByte (DEM_CHECKAUTOSAVE);
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}
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return true;
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}
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@ -648,11 +648,11 @@ public:
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int GetWidth () { return Width; }
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int GetHeight () { return Height; }
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int GetScaledWidth () { return DivScale3(Width, ScaleX); }
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int GetScaledHeight () { return DivScale3(Height, ScaleY); }
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int GetScaledWidth () { return ScaleX ? DivScale3(Width, ScaleX) : Width; }
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int GetScaledHeight () { return ScaleY ? DivScale3(Height, ScaleY) : Height; }
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int GetScaledLeftOffset () { return DivScale3(LeftOffset, ScaleX); }
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int GetScaledTopOffset () { return DivScale3(TopOffset, ScaleY); }
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int GetScaledLeftOffset () { return ScaleX ? DivScale3(LeftOffset, ScaleX) : Width; }
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int GetScaledTopOffset () { return ScaleY ? DivScale3(TopOffset, ScaleY) : Height; }
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virtual void SetFrontSkyLayer();
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@ -302,7 +302,7 @@ bool FMODSoundRenderer::Init ()
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{
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// If snd_3d is true, try for a3d output if snd_output was not recognized above.
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// However, if running under NT 4.0, a3d will only be tried if specifically requested.
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outindex = (OSPlatform == os_WinNT) ? 1 : 0;
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outindex = (OSPlatform == os_WinNT4) ? 1 : 0;
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#if 0
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// FMOD 3.6 no longer supports a3d. Keep this code here in case support comes back.
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if (stricmp (snd_output, "a3d") == 0 || (outindex == 0 && snd_3d))
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}
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#ifdef _WIN32
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if (OSPlatform == os_WinNT)
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if (OSPlatform == os_WinNT4)
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{
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// If running Windows NT 4, we need to initialize DirectSound before
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// using WinMM. If we don't, then FSOUND_Close will corrupt a
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 209
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#define NETGAMEVERSION 210
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x205
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#define DEMOGAMEVERSION 0x206
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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@ -339,7 +339,7 @@ CUSTOM_CVAR (Int, in_mouse, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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int new_mousemode;
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if (self == 1 || (self == 0 && OSPlatform == os_WinNT))
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if (self == 1 || (self == 0 && OSPlatform == os_WinNT4))
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new_mousemode = win32;
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else
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new_mousemode = dinput;
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mousemode = win32; // Assume failure
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UngrabMouse_Win32 ();
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if (in_mouse == 1 || (in_mouse == 0 && OSPlatform == os_WinNT))
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if (in_mouse == 1 || (in_mouse == 0 && OSPlatform == os_WinNT4))
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return FALSE;
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// Obtain an interface to the system mouse device.
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switch (info.dwPlatformId)
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{
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case VER_PLATFORM_WIN32s:
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OSPlatform = os_Win32s;
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osname = "3.x";
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break;
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case VER_PLATFORM_WIN32_WINDOWS:
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OSPlatform = os_Win95;
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if (info.dwMinorVersion < 10)
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break;
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case VER_PLATFORM_WIN32_NT:
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OSPlatform = info.dwMajorVersion < 5 ? os_WinNT : os_Win2k;
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if (OSPlatform == os_WinNT)
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{
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OSPlatform = info.dwMajorVersion < 5 ? os_WinNT4 : os_Win2k;
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osname = "NT";
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}
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else if (info.dwMinorVersion == 0)
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if (info.dwMajorVersion == 5)
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{
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if (info.dwMinorVersion == 0)
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{
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osname = "2000";
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}
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else
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if (info.dwMinorVersion == 1)
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{
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osname = "XP";
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}
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else if (info.dwMinorVersion == 2)
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{
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osname = "Server 2003";
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}
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}
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else if (info.dwMajorVersion == 6 && info.dwMinorVersion == 0)
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{
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osname = "Vista";
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}
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break;
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default:
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Printf (" %s\n", info.szCSDVersion);
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}
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if (OSPlatform == os_Win32s)
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{
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I_FatalError ("Sorry, Win32s is not supported.\n"
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"Upgrade to a newer version of Windows.");
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}
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else if (OSPlatform == os_unknown)
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if (OSPlatform == os_unknown)
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{
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Printf ("(Assuming Windows 95)\n");
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OSPlatform = os_Win95;
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typedef enum {
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os_unknown,
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os_Win95,
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os_WinNT,
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os_Win2k,
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os_Win32s
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os_WinNT4,
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os_Win2k
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} os_t;
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extern os_t OSPlatform;
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@ -625,7 +625,7 @@ bool DDrawFB::CreateResources ()
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}
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LOG3 ("Mode set to %d x %d x %d\n", Width, Height, bits);
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if (vid_attachedsurfaces && OSPlatform == os_WinNT)
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if (vid_attachedsurfaces && OSPlatform == os_WinNT4)
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{
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if (!CreateSurfacesAttached ())
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return false;
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