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- exported unconditional level exit to ZScript
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map A few scriptified actors require a bypass of these conditions in order to work properly
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@ -708,12 +708,29 @@ void G_ExitLevel (int position, bool keepFacing)
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G_ChangeLevel(G_GetExitMap(), position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, ExitLevel, G_ExitLevel)
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{
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PARAM_PROLOGUE;
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PARAM_INT(position);
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PARAM_INT(keepFacing);
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G_ExitLevel(position, keepFacing);
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return 0;
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}
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void G_SecretExitLevel (int position)
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{
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level.flags3 |= LEVEL3_EXITSECRETUSED;
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G_ChangeLevel(G_GetSecretExitMap(), position, 0);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, SecretExitLevel, G_SecretExitLevel)
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{
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PARAM_PROLOGUE;
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PARAM_INT(position);
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G_SecretExitLevel(position);
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return 0;
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}
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//==========================================================================
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//
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//
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@ -753,6 +753,9 @@ struct LevelLocals native
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{
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return Floor.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower);
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}
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native static void ExitLevel(int position, bool keepFacing);
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native static void SecretExitLevel(int position);
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}
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struct StringTable native
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