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- Added Skulltag's HQ resite feature
- removed special handling for old ZSBSPs that threw out overlapping linedefs. If such nodes are encountered now a rebuild is forced instead of trying to work with the broken data. - Update to ZDoom r1333: - Added Karate Chris's new DMFlags submission. - Fixed: The correct player class was not remembered when the menu had both a player class selection menu and an episode menu. - Fixed: AddToConsole could write outside its working buffer. - Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase. - Fixed: When picking up weapons the code did not check if it should switch away from weak weapons. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@279 b0f79afe-0144-0410-b225-9a4edf0717df
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39 changed files with 583 additions and 300 deletions
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@ -267,6 +267,8 @@ static FSaveGameNode NewSaveNode;
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static int epi; // Selected episode
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static const char *saved_playerclass = NULL;
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// PRIVATE MENU DEFINITIONS ------------------------------------------------
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//
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@ -1821,15 +1823,18 @@ void M_Episode (int choice)
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if (AllSkills.Size() == 1)
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{
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saved_playerclass = NULL;
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M_ChooseSkill(0);
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return;
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}
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else if (EpisodeNoSkill[choice])
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{
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saved_playerclass = NULL;
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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return;
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}
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M_StartupSkillMenu(NULL);
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M_StartupSkillMenu(saved_playerclass);
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saved_playerclass = NULL;
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}
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//==========================================================================
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@ -1856,6 +1861,7 @@ static void SCClass (int option)
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if (EpiDef.numitems > 1)
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{
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saved_playerclass = playerclass;
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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@ -1888,6 +1894,7 @@ static void M_ChooseClass (int choice)
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if (EpiDef.numitems > 1)
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{
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saved_playerclass = playerclass;
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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