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- starting to reduce references to global level variable.
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2 changed files with 20 additions and 20 deletions
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@ -89,7 +89,7 @@
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#include "p_maputl.h"
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void STAT_StartNewGame(const char *lev);
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void STAT_ChangeLevel(const char *newl);
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void STAT_ChangeLevel(const char *newl, FLevelLocals *Level);
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EXTERN_CVAR(Bool, save_formatted)
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EXTERN_CVAR (Float, sv_gravity)
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@ -648,7 +648,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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E_WorldUnloadedUnsafe();
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unloading = false;
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STAT_ChangeLevel(nextlevel);
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STAT_ChangeLevel(nextlevel, &level);
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if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
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{
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@ -386,30 +386,30 @@ void STAT_StartNewGame(const char *mapname)
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//
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//==========================================================================
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static void StoreLevelStats()
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static void StoreLevelStats(FLevelLocals *Level)
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{
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unsigned int i;
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if (gamestate != GS_LEVEL) return;
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if (!(level.flags2&LEVEL2_NOSTATISTICS)) // don't consider maps that were excluded from statistics
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if (!(Level->flags2&LEVEL2_NOSTATISTICS)) // don't consider maps that were excluded from statistics
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{
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for(i=0;i<LevelData.Size();i++)
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{
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if (!LevelData[i].Levelname.CompareNoCase(level.MapName)) break;
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if (!LevelData[i].Levelname.CompareNoCase(Level->MapName)) break;
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}
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if (i==LevelData.Size())
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{
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LevelData.Reserve(1);
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LevelData[i].Levelname = level.MapName;
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LevelData[i].Levelname = Level->MapName;
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}
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LevelData[i].totalkills = level.total_monsters;
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LevelData[i].killcount = level.killed_monsters;
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LevelData[i].totalitems = level.total_items;
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LevelData[i].itemcount = level.found_items;
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LevelData[i].totalsecrets = level.total_secrets;
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LevelData[i].secretcount = level.found_secrets;
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LevelData[i].leveltime = level.maptime;
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LevelData[i].totalkills = Level->total_monsters;
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LevelData[i].killcount = Level->killed_monsters;
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LevelData[i].totalitems = Level->total_items;
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LevelData[i].itemcount = Level->found_items;
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LevelData[i].totalsecrets = Level->total_secrets;
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LevelData[i].secretcount = Level->found_secrets;
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LevelData[i].leveltime = Level->maptime;
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// Check for living monsters. On some maps it can happen
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// that the counter misses some.
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@ -432,12 +432,12 @@ static void StoreLevelStats()
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//
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//==========================================================================
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void STAT_ChangeLevel(const char *newl)
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void STAT_ChangeLevel(const char *newl, FLevelLocals *Level)
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{
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// record the current level's stats.
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StoreLevelStats();
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StoreLevelStats(Level);
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level_info_t *thisinfo = level.info;
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level_info_t *thisinfo = Level->info;
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level_info_t *nextinfo = NULL;
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if (strncmp(newl, "enDSeQ", 6))
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@ -481,7 +481,7 @@ void STAT_ChangeLevel(const char *newl)
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}
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infostring.Format("%4d/%4d, %4d/%4d, %3d/%3d, %2d", statvals[0], statvals[1], statvals[2], statvals[3], statvals[4], statvals[5], validlevels);
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FSessionStatistics *es = StatisticsEntry(sl, infostring, level.totaltime);
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FSessionStatistics *es = StatisticsEntry(sl, infostring, Level->totaltime);
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for(unsigned i = 0; i < LevelData.Size(); i++)
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{
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@ -577,7 +577,7 @@ FString GetStatString()
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CCMD(printstats)
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{
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StoreLevelStats(); // Refresh the current level's results.
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StoreLevelStats(&level); // Refresh the current level's results.
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Printf("%s", GetStatString().GetChars());
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}
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@ -590,12 +590,12 @@ CCMD(finishgame)
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Printf("Cannot use 'finishgame' while not in a game!\n");
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return;
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}
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// This CCMD simulates an end-of-game action and exists to end mods that never exit their last level.
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// This CCMD simulates an end-of-game action and exists to end mods that never exit their last Level->
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Net_WriteByte(DEM_FINISHGAME);
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}
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ADD_STAT(statistics)
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{
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StoreLevelStats(); // Refresh the current level's results.
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StoreLevelStats(&level); // Refresh the current level's results.
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return GetStatString();
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}
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