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- Added Karate Chris's new DMFlags submission.
SVN r1333 (trunk)
This commit is contained in:
parent
37d056c041
commit
8f686a5e02
11 changed files with 123 additions and 10 deletions
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@ -1,3 +1,6 @@
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December 28, 2008 (Changes by Graf Zahl)
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- Added Karate Chris's new DMFlags submission.
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December 27, 2008 (Changes by Graf Zahl)
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December 27, 2008 (Changes by Graf Zahl)
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- Fixed: The correct player class was not remembered when the menu had both
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- Fixed: The correct player class was not remembered when the menu had both
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a player class selection menu and an episode menu.
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a player class selection menu and an episode menu.
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@ -863,6 +863,10 @@ void AM_ToggleMap ()
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if (gamestate != GS_LEVEL)
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if (gamestate != GS_LEVEL)
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return;
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return;
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// Don't activate the automap if we're not allowed to use it.
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if (dmflags2 & DF2_NO_AUTOMAP)
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return;
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SB_state = screen->GetPageCount ();
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SB_state = screen->GetPageCount ();
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if (!automapactive)
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if (!automapactive)
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{
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{
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@ -1573,6 +1577,10 @@ void AM_drawPlayers ()
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continue;
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continue;
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}
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}
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// We don't always want to show allies on the automap.
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if (dmflags2 & DF2_NO_AUTOMAP_ALLIES && i != consoleplayer)
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continue;
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if (deathmatch && !demoplayback &&
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if (deathmatch && !demoplayback &&
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!p->mo->IsTeammate (players[consoleplayer].mo) &&
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!p->mo->IsTeammate (players[consoleplayer].mo) &&
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p != players[consoleplayer].camera->player)
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p != players[consoleplayer].camera->player)
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@ -232,7 +232,8 @@ CCMD (chase)
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}
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}
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else
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else
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{
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{
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if (gamestate == GS_LEVEL && deathmatch && CheckCheatmode ())
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// Check if we're allowed to use chasecam.
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if (gamestate != GS_LEVEL || (!(dmflags2 & DF2_CHASECAM) && CheckCheatmode ()))
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return;
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return;
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Net_WriteByte (DEM_GENERICCHEAT);
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Net_WriteByte (DEM_GENERICCHEAT);
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@ -99,6 +99,7 @@
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#include "d_event.h"
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#include "d_event.h"
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#include "d_netinf.h"
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#include "d_netinf.h"
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#include "v_palette.h"
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#include "v_palette.h"
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#include "m_cheat.h"
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EXTERN_CVAR(Bool, hud_althud)
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EXTERN_CVAR(Bool, hud_althud)
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void DrawHUD();
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void DrawHUD();
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@ -114,6 +115,7 @@ extern void M_SetDefaultMode ();
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extern void R_ExecuteSetViewSize ();
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extern void R_ExecuteSetViewSize ();
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extern void G_NewInit ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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extern void SetupPlayerClasses ();
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extern bool CheckCheatmode ();
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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@ -139,6 +141,7 @@ EXTERN_CVAR (Float, m_yaw)
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EXTERN_CVAR (Bool, invertmouse)
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EXTERN_CVAR (Bool, invertmouse)
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EXTERN_CVAR (Bool, lookstrafe)
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EXTERN_CVAR (Bool, lookstrafe)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, sv_cheats)
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extern gameinfo_t SharewareGameInfo;
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extern gameinfo_t SharewareGameInfo;
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extern gameinfo_t RegisteredGameInfo;
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extern gameinfo_t RegisteredGameInfo;
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@ -440,7 +443,58 @@ CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH);
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//
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//
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//==========================================================================
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//==========================================================================
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CVAR (Int, dmflags2, 0, CVAR_SERVERINFO);
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CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO)
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{
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// Stop the automap if we aren't allowed to use it.
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if ((self & DF2_NO_AUTOMAP) && automapactive)
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AM_Stop ();
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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player_t *p = &players[i];
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if (!playeringame[i])
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continue;
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// Revert our view to our own eyes if spying someone else.
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if (self & DF2_DISALLOW_SPYING)
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{
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// The player isn't looking through its own eyes, so make it.
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if (p->camera != p->mo)
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{
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p->camera = p->mo;
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S_UpdateSounds (p->camera);
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StatusBar->AttachToPlayer (p);
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if (demoplayback || multiplayer)
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StatusBar->ShowPlayerName ();
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}
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}
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// Come out of chasecam mode if we're not allowed to use chasecam.
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if (!(dmflags2 & DF2_CHASECAM) && !G_SkillProperty (SKILLP_DisableCheats) && !sv_cheats)
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{
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// Take us out of chasecam mode only.
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if (p->cheats & CF_CHASECAM)
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cht_DoCheat (p, CHT_CHASECAM);
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}
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// Change our autoaim settings if need be.
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if (dmflags2 & DF2_NOAUTOAIM)
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{
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// Save our aimdist and set aimdist to 0.
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p->userinfo.savedaimdist = p->userinfo.aimdist;
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p->userinfo.aimdist = 0;
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}
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else
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{
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// Restore our aimdist.
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p->userinfo.aimdist = p->userinfo.savedaimdist;
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}
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}
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}
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CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
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CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
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CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH);
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CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH);
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CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
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CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
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@ -452,7 +506,14 @@ CVAR (Flag, sv_norespawn, dmflags2, DF2_NO_RESPAWN);
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CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
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CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
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CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL);
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CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL);
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CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT);
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CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT);
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CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY)
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CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY);
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CVAR (Flag, sv_killallmonsters, dmflags2, DF2_KILL_MONSTERS);
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CVAR (Flag, sv_noautomap, dmflags2, DF2_NO_AUTOMAP);
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CVAR (Flag, sv_noautomapallies, dmflags2, DF2_NO_AUTOMAP_ALLIES);
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CVAR (Flag, sv_disallowspying, dmflags2, DF2_DISALLOW_SPYING);
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CVAR (Flag, sv_chasecam, dmflags2, DF2_CHASECAM);
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CVAR (Flag, sv_disallowsuicide, dmflags2, DF2_NOSUICIDE);
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CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
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//==========================================================================
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//==========================================================================
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//
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//
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@ -370,11 +370,17 @@ void D_SetupUserInfo ()
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}
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}
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if (autoaim > 35.f || autoaim < 0.f)
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if (autoaim > 35.f || autoaim < 0.f)
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{
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{
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coninfo->aimdist = ANGLE_1*35;
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if (dmflags & DF2_NOAUTOAIM)
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coninfo->savedaimdist = ANGLE_1*35;
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else
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coninfo->aimdist = ANGLE_1*35;
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}
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}
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else
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else
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{
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{
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coninfo->aimdist = abs ((int)(autoaim * (float)ANGLE_1));
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if (dmflags & DF2_NOAUTOAIM)
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coninfo->savedaimdist = abs ((int)(autoaim * (float)ANGLE_1));
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else
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coninfo->aimdist = abs ((int)(autoaim * (float)ANGLE_1));
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}
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}
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coninfo->color = color;
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coninfo->color = color;
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coninfo->skin = R_FindSkin (skin, 0);
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coninfo->skin = R_FindSkin (skin, 0);
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@ -684,11 +690,17 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
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angles = atof (value);
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angles = atof (value);
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if (angles > 35.f || angles < 0.f)
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if (angles > 35.f || angles < 0.f)
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{
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{
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info->aimdist = ANGLE_1*35;
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if (dmflags & DF2_NOAUTOAIM)
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info->savedaimdist = ANGLE_1*35;
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else
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info->aimdist = ANGLE_1*35;
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}
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}
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else
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else
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{
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{
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info->aimdist = abs ((int)(angles * (float)ANGLE_1));
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if (dmflags & DF2_NOAUTOAIM)
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info->savedaimdist = abs ((int)(angles * (float)ANGLE_1));
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else
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info->aimdist = abs ((int)(angles * (float)ANGLE_1));
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}
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}
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}
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}
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break;
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break;
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@ -804,6 +816,8 @@ FArchive &operator<< (FArchive &arc, userinfo_t &info)
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arc.Read (&info.netname, sizeof(info.netname));
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arc.Read (&info.netname, sizeof(info.netname));
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}
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}
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arc << info.team << info.aimdist << info.color << info.skin << info.gender << info.neverswitch;
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arc << info.team << info.aimdist << info.color << info.skin << info.gender << info.neverswitch;
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if (SaveVersion >= 1333) arc << info.savedaimdist;
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else info.savedaimdist = info.aimdist;
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return arc;
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return arc;
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}
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}
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@ -195,6 +195,7 @@ struct userinfo_t
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{
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{
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char netname[MAXPLAYERNAME+1];
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char netname[MAXPLAYERNAME+1];
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BYTE team;
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BYTE team;
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int savedaimdist;
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int aimdist;
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int aimdist;
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int color;
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int color;
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int skin;
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int skin;
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@ -243,12 +243,17 @@ enum
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DF2_YES_RESPAWN_INVUL = 1 << 10, // Player is temporarily invulnerable when respawned
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DF2_YES_RESPAWN_INVUL = 1 << 10, // Player is temporarily invulnerable when respawned
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// DF2_COOP_SHOTGUNSTART = 1 << 11, // All playres start with a shotgun when they respawn
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// DF2_COOP_SHOTGUNSTART = 1 << 11, // All playres start with a shotgun when they respawn
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DF2_SAME_SPAWN_SPOT = 1 << 12, // Players respawn in the same place they died (co-op)
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DF2_SAME_SPAWN_SPOT = 1 << 12, // Players respawn in the same place they died (co-op)
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DF2_YES_KEEPFRAGS = 1 << 13, // Don't clear frags after each level
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DF2_YES_KEEPFRAGS = 1 << 13, // Don't clear frags after each level
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DF2_NO_RESPAWN = 1 << 14, // Player cannot respawn
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DF2_NO_RESPAWN = 1 << 14, // Player cannot respawn
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DF2_YES_LOSEFRAG = 1 << 15, // Lose a frag when killed. More incentive to try to
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DF2_YES_LOSEFRAG = 1 << 15, // Lose a frag when killed. More incentive to try to not get yerself killed
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// // not get yerself killed
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DF2_INFINITE_INVENTORY = 1 << 16, // Infinite inventory.
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DF2_INFINITE_INVENTORY = 1 << 16, // Infinite inventory.
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DF2_KILL_MONSTERS = 1 << 17, // All monsters must be killed before the level exits.
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DF2_NO_AUTOMAP = 1 << 18, // Players are allowed to see the automap.
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DF2_NO_AUTOMAP_ALLIES = 1 << 19, // Allies can been seen on the automap.
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DF2_DISALLOW_SPYING = 1 << 20, // You can spy on your allies.
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DF2_CHASECAM = 1 << 21, // Players can use the chasecam cheat.
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DF2_NOSUICIDE = 1 << 22, // Players are allowed to suicide.
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DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
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};
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};
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// [RH] Compatibility flags.
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// [RH] Compatibility flags.
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@ -724,6 +724,10 @@ static void ChangeSpy (bool forward)
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return;
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return;
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}
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}
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// We may not be allowed to spy on anyone.
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if (dmflags2 & DF2_DISALLOW_SPYING)
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return;
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// Otherwise, cycle to the next player.
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// Otherwise, cycle to the next player.
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bool checkTeam = !demoplayback && deathmatch;
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bool checkTeam = !demoplayback && deathmatch;
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int pnum = players[consoleplayer].camera->player - players;
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int pnum = players[consoleplayer].camera->player - players;
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@ -1028,17 +1028,25 @@ static menuitem_t DMFlagsItems[] = {
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{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
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{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
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{ bitflag, "Infinite inventory", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_INFINITE_INVENTORY} },
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{ bitflag, "Infinite inventory", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_INFINITE_INVENTORY} },
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{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
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{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
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{ bitflag, "No monsters to exit", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_KILL_MONSTERS} },
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{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
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{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
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{ bitflag, "No respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_NO_RESPAWN} },
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{ bitflag, "No respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_NO_RESPAWN} },
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{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
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{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
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{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
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{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
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{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
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{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
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{ bitflag, "Degeneration", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DEGENERATION} },
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{ bitflag, "Degeneration", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DEGENERATION} },
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{ bitflag, "Allow Autoaim", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NOAUTOAIM} },
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{ bitflag, "Disallow Suicide", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NOSUICIDE} },
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{ bitmask, "Allow jump", {&dmflags}, {3.0}, {DF_NO_JUMP|DF_YES_JUMP}, {0}, {DF_Jump} },
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{ bitmask, "Allow jump", {&dmflags}, {3.0}, {DF_NO_JUMP|DF_YES_JUMP}, {0}, {DF_Jump} },
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{ bitmask, "Allow crouch", {&dmflags}, {3.0}, {DF_NO_CROUCH|DF_YES_CROUCH}, {0}, {DF_Crouch} },
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{ bitmask, "Allow crouch", {&dmflags}, {3.0}, {DF_NO_CROUCH|DF_YES_CROUCH}, {0}, {DF_Crouch} },
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{ bitflag, "Allow freelook", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FREELOOK} },
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{ bitflag, "Allow freelook", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FREELOOK} },
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{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
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{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
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{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
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{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
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{ bitflag, "Allow automap", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_AUTOMAP} },
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{ bitflag, "Automap allies", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_AUTOMAP_ALLIES} },
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{ bitflag, "Allow spying", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_DISALLOW_SPYING} },
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{ bitflag, "Chasecam cheat", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_CHASECAM} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
|
||||||
{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
|
{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
|
||||||
{ bitflag, "Weapons stay", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
|
{ bitflag, "Weapons stay", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
|
||||||
|
|
|
@ -1451,6 +1451,10 @@ CCMD (kill)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
// If suiciding is disabled, then don't do it.
|
||||||
|
if (dmflags2 & DF2_NOSUICIDE)
|
||||||
|
return;
|
||||||
|
|
||||||
// Kill the player
|
// Kill the player
|
||||||
Net_WriteByte (DEM_SUICIDE);
|
Net_WriteByte (DEM_SUICIDE);
|
||||||
}
|
}
|
||||||
|
|
|
@ -135,6 +135,10 @@ bool CheckIfExitIsGood (AActor *self, level_info_t *info)
|
||||||
if (self == NULL)
|
if (self == NULL)
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
|
// We must kill all monsters to exit the level.
|
||||||
|
if ((dmflags2 & DF2_KILL_MONSTERS) && level.killed_monsters != level.total_monsters)
|
||||||
|
return false;
|
||||||
|
|
||||||
// Is this a deathmatch game and we're not allowed to exit?
|
// Is this a deathmatch game and we're not allowed to exit?
|
||||||
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
|
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue