* Updated to ZDoom r3042:

- Added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first
- Fixed handling of missing backgrounds for intermission text screens for real this time.
- Added automap patch to mark trigger lines.
- Fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- Don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1129 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2010-12-15 16:32:37 +00:00
parent e6750550a5
commit d2cef2f3be
42 changed files with 665 additions and 326 deletions

View file

@ -91,7 +91,7 @@ struct AMColor
static AMColor Background, YourColor, WallColor, TSWallColor,
FDWallColor, CDWallColor, ThingColor,
ThingColor_Item, ThingColor_CountItem, ThingColor_Monster, ThingColor_Friend,
SecretWallColor, GridColor, XHairColor,
SpecialWallColor, SecretWallColor, GridColor, XHairColor,
NotSeenColor,
LockedColor,
AlmostBackground,
@ -167,6 +167,7 @@ CVAR (Color, am_backcolor, 0x6c5440, CVAR_ARCHIVE);
CVAR (Color, am_yourcolor, 0xfce8d8, CVAR_ARCHIVE);
CVAR (Color, am_wallcolor, 0x2c1808, CVAR_ARCHIVE);
CVAR (Color, am_secretwallcolor, 0x000000, CVAR_ARCHIVE);
CVAR (Color, am_specialwallcolor, 0xffffff, CVAR_ARCHIVE);
CVAR (Color, am_tswallcolor, 0x888888, CVAR_ARCHIVE);
CVAR (Color, am_fdwallcolor, 0x887058, CVAR_ARCHIVE);
CVAR (Color, am_cdwallcolor, 0x4c3820, CVAR_ARCHIVE);
@ -177,6 +178,7 @@ CVAR (Color, am_notseencolor, 0x6c6c6c, CVAR_ARCHIVE);
CVAR (Color, am_lockedcolor, 0x007800, CVAR_ARCHIVE);
CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
CVAR (Color, am_ovspecialwallcolor, 0xffffff, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
@ -188,6 +190,7 @@ CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE);
CVAR (Bool, am_showtriggerlines, false, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
@ -897,6 +900,7 @@ static void AM_initColors (bool overlayed)
{
YourColor.FromCVar (am_ovyourcolor);
WallColor.FromCVar (am_ovwallcolor);
SpecialWallColor.FromCVar(am_ovspecialwallcolor);
SecretWallColor = WallColor;
SecretSectorColor.FromCVar (am_ovsecretsectorcolor);
ThingColor_Item.FromCVar (am_ovthingcolor_item);
@ -919,6 +923,7 @@ static void AM_initColors (bool overlayed)
Background.FromCVar (am_backcolor);
YourColor.FromCVar (am_yourcolor);
SecretWallColor.FromCVar (am_secretwallcolor);
SpecialWallColor.FromCVar (am_specialwallcolor);
WallColor.FromCVar (am_wallcolor);
TSWallColor.FromCVar (am_tswallcolor);
FDWallColor.FromCVar (am_fdwallcolor);
@ -960,6 +965,7 @@ static void AM_initColors (bool overlayed)
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
SpecialWallColor =
WallColor = DoomColors[3];
TSWallColor = DoomColors[4];
FDWallColor = DoomColors[5];
@ -981,6 +987,7 @@ static void AM_initColors (bool overlayed)
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
SpecialWallColor =
WallColor = StrifeColors[3];
TSWallColor = StrifeColors[4];
FDWallColor = StrifeColors[5];
@ -1002,6 +1009,7 @@ static void AM_initColors (bool overlayed)
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
SpecialWallColor =
WallColor = RavenColors[3];
TSWallColor = RavenColors[4];
FDWallColor = RavenColors[5];
@ -1836,14 +1844,16 @@ void AM_drawWalls (bool allmap)
else if (lines[i].special == Door_LockedRaise ||
lines[i].special == ACS_LockedExecute ||
lines[i].special == ACS_LockedExecuteDoor ||
(lines[i].special == Generic_Door && lines[i].args[4] !=0 ))
(lines[i].special == Door_Animated && lines[i].args[3] != 0) ||
(lines[i].special == Generic_Door && lines[i].args[4] != 0))
{
if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
{
int P_GetMapColorForLock(int lock);
int lock;
if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3];
if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated)
lock=lines[i].args[3];
else lock=lines[i].args[4];
int color = P_GetMapColorForLock(lock);
@ -1860,6 +1870,17 @@ void AM_drawWalls (bool allmap)
AM_drawMline (&l, LockedColor); // locked special
}
}
else if (am_showtriggerlines && am_colorset == 0 && lines[i].special != 0
&& lines[i].special != Door_Open
&& lines[i].special != Door_Close
&& lines[i].special != Door_CloseWaitOpen
&& lines[i].special != Door_Raise
&& lines[i].special != Door_Animated
&& lines[i].special != Generic_Door
&& (lines[i].activation & SPAC_PlayerActivate))
{
AM_drawMline(&l, SpecialWallColor); // wall with special non-door action the player can do
}
else if (lines[i].backsector == NULL)
{
AM_drawMline(&l, WallColor); // one-sided wall

View file

@ -600,6 +600,11 @@ void FBaseCVar::EnableCallbacks ()
}
}
void FBaseCVar::DisableCallbacks ()
{
m_UseCallback = false;
}
//
// Boolean cvar implementation
//

View file

@ -117,6 +117,7 @@ public:
static void EnableNoSet (); // enable the honoring of CVAR_NOSET
static void EnableCallbacks ();
static void DisableCallbacks ();
static void ResetColors (); // recalc color cvars' indices after screen change
static void ListVars (const char *filter, bool plain);

View file

@ -2880,6 +2880,8 @@ void FinishDehPatch ()
// Now that all Dehacked patches have been processed, it's okay to free StateMap.
StateMap.Clear();
StateMap.ShrinkToFit();
TouchedActors.Clear();
TouchedActors.ShrinkToFit();
}
void ModifyDropAmount(AInventory *inv, int dropamount);

View file

@ -122,6 +122,7 @@ extern void M_SetDefaultMode ();
extern void R_ExecuteSetViewSize ();
extern void G_NewInit ();
extern void SetupPlayerClasses ();
extern void HUD_InitHud();
const FIWADInfo *D_FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
@ -222,6 +223,8 @@ FTexture *Page;
FTexture *Advisory;
bool nospriterename;
FStartupInfo DoomStartupInfo;
FString lastIWAD;
int restart = 0;
cycle_t FrameCycles;
@ -889,7 +892,7 @@ void D_Display ()
//
// D_ErrorCleanup ()
//
// Cleanup after a recoverable error.
// Cleanup after a recoverable error or a restart
//==========================================================================
void D_ErrorCleanup ()
@ -2024,269 +2027,368 @@ void D_DoomMain (void)
}
FString basewad = wad;
// Load zdoom.pk3 alone so that we can get access to the internal gameinfos before
// the IWAD is known.
GetCmdLineFiles(pwads);
FString iwad = CheckGameInfo(pwads);
// reinit from here
FIWadManager *iwad_man = new FIWadManager;
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad);
gameinfo.gametype = iwad_info->gametype;
gameinfo.flags = iwad_info->flags;
gameinfo.ConfigName = iwad_info->Configname;
GameConfig->DoGameSetup (gameinfo.ConfigName);
AddAutoloadFiles(iwad_info->Autoname);
// Run automatically executed files
execFiles = new DArgs;
GameConfig->AddAutoexec (execFiles, gameinfo.ConfigName);
D_MultiExec (execFiles, true);
// Run .cfg files at the start of the command line.
execFiles = Args->GatherFiles ("-exec");
D_MultiExec (execFiles, true);
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
CopyFiles(allwads, pwads);
// Since this function will never leave we must delete this array here manually.
pwads.Clear();
pwads.ShrinkToFit();
Printf ("W_Init: Init WADfiles.\n");
Wads.InitMultipleFiles (allwads);
allwads.Clear();
allwads.ShrinkToFit();
SetMapxxFlag();
// [RH] Initialize localizable strings.
GStrings.LoadStrings (false);
V_InitFontColors ();
// [RH] Moved these up here so that we can do most of our
// startup output in a fullscreen console.
CT_Init ();
Printf ("I_Init: Setting up machine state.\n");
I_Init ();
Printf ("V_Init: allocate screen.\n");
V_Init ();
// Base systems have been inited; enable cvar callbacks
FBaseCVar::EnableCallbacks ();
Printf ("S_Init: Setting up sound.\n");
S_Init ();
Printf ("ST_Init: Init startup screen.\n");
StartScreen = FStartupScreen::CreateInstance (TexMan.GuesstimateNumTextures() + 5);
ParseCompatibility();
CheckCmdLine();
// [RH] Load sound environments
S_ParseReverbDef ();
// [RH] Parse through all loaded mapinfo lumps
Printf ("G_ParseMapInfo: Load map definitions.\n");
G_ParseMapInfo (iwad_info->MapInfo);
ReadStatistics();
// [RH] Parse any SNDINFO lumps
Printf ("S_InitData: Load sound definitions.\n");
S_InitData ();
Printf ("Texman.Init: Init texture manager.\n");
TexMan.Init();
C_InitConback();
// [CW] Parse any TEAMINFO lumps.
Printf ("ParseTeamInfo: Load team definitions.\n");
TeamLibrary.ParseTeamInfo ();
FActorInfo::StaticInit ();
// [GRB] Initialize player class list
SetupPlayerClasses ();
// [RH] Load custom key and weapon settings from WADs
D_LoadWadSettings ();
// [GRB] Check if someone used clearplayerclasses but not addplayerclass
if (PlayerClasses.Size () == 0)
do
{
I_FatalError ("No player classes defined");
}
StartScreen->Progress ();
Printf ("R_Init: Init %s refresh subsystem.\n", gameinfo.ConfigName.GetChars());
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
R_Init ();
Printf ("DecalLibrary: Load decals.\n");
DecalLibrary.Clear ();
DecalLibrary.ReadAllDecals ();
// [RH] Add any .deh and .bex files on the command line.
// If there are none, try adding any in the config file.
// Note that the command line overrides defaults from the config.
if ((ConsiderPatches("-deh") | ConsiderPatches("-bex")) == 0 &&
gameinfo.gametype == GAME_Doom && GameConfig->SetSection ("Doom.DefaultDehacked"))
{
const char *key;
const char *value;
while (GameConfig->NextInSection (key, value))
if (restart)
{
if (stricmp (key, "Path") == 0 && FileExists (value))
{
Printf ("Applying patch %s\n", value);
D_LoadDehFile(value);
}
C_InitConsole(SCREENWIDTH, SCREENHEIGHT, false);
}
}
nospriterename = false;
// Load embedded Dehacked patches
D_LoadDehLumps();
// Load zdoom.pk3 alone so that we can get access to the internal gameinfos before
// the IWAD is known.
// Create replacements for dehacked pickups
FinishDehPatch();
GetCmdLineFiles(pwads);
FString iwad = CheckGameInfo(pwads);
FActorInfo::StaticSetActorNums ();
// The IWAD selection dialogue dpes not show in fullscreen so if the
// restart is initiated without a defined IWAD assume for now that it's not going to change.
if (iwad.Len() == 0) iwad = lastIWAD;
//Added by MC:
bglobal.getspawned.Clear();
argcount = Args->CheckParmList("-bots", &args);
for (p = 0; p < argcount; ++p)
{
bglobal.getspawned.Push(args[p]);
}
bglobal.spawn_tries = 0;
bglobal.wanted_botnum = bglobal.getspawned.Size();
FIWadManager *iwad_man = new FIWadManager;
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad);
gameinfo.gametype = iwad_info->gametype;
gameinfo.flags = iwad_info->flags;
gameinfo.ConfigName = iwad_info->Configname;
lastIWAD = iwad;
Printf ("M_Init: Init menus.\n");
M_Init ();
FBaseCVar::DisableCallbacks();
GameConfig->DoGameSetup (gameinfo.ConfigName);
Printf ("P_Init: Init Playloop state.\n");
StartScreen->LoadingStatus ("Init game engine", 0x3f);
AM_StaticInit();
P_Init ();
AddAutoloadFiles(iwad_info->Autoname);
P_SetupWeapons_ntohton();
// Run automatically executed files
execFiles = new DArgs;
GameConfig->AddAutoexec (execFiles, gameinfo.ConfigName);
D_MultiExec (execFiles, true);
//SBarInfo support.
SBarInfo::Load();
// Run .cfg files at the start of the command line.
execFiles = Args->GatherFiles ("-exec");
D_MultiExec (execFiles, true);
// [RH] User-configurable startup strings. Because BOOM does.
static const char *startupString[5] = {
"STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5"
};
for (p = 0; p < 5; ++p)
{
const char *str = GStrings[startupString[p]];
if (str != NULL && str[0] != '\0')
{
Printf ("%s\n", str);
}
}
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
Printf ("D_CheckNetGame: Checking network game status.\n");
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
D_CheckNetGame ();
CopyFiles(allwads, pwads);
// [RH] Lock any cvars that should be locked now that we're
// about to begin the game.
FBaseCVar::EnableNoSet ();
// Since this function will never leave we must delete this array here manually.
pwads.Clear();
pwads.ShrinkToFit();
delete iwad_man; // now we won't need this anymore
// [RH] Run any saved commands from the command line or autoexec.cfg now.
gamestate = GS_FULLCONSOLE;
Net_NewMakeTic ();
DThinker::RunThinkers ();
gamestate = GS_STARTUP;
// start the apropriate game based on parms
v = Args->CheckValue ("-record");
if (v)
{
G_RecordDemo (v);
autostart = true;
}
delete StartScreen;
StartScreen = NULL;
if (Args->CheckParm("-norun"))
{
throw CNoRunExit();
}
V_Init2();
v = Args->CheckValue("-playdemo");
if (v != NULL)
{
singledemo = true; // quit after one demo
G_DeferedPlayDemo (v);
D_DoomLoop (); // never returns
}
v = Args->CheckValue ("-timedemo");
if (v)
{
G_TimeDemo (v);
D_DoomLoop (); // never returns
}
Printf ("W_Init: Init WADfiles.\n");
Wads.InitMultipleFiles (allwads);
allwads.Clear();
allwads.ShrinkToFit();
SetMapxxFlag();
v = Args->CheckValue ("-loadgame");
if (v)
{
FString file(v);
FixPathSeperator (file);
DefaultExtension (file, ".zds");
G_LoadGame (file);
}
// [RH] Initialize localizable strings.
GStrings.LoadStrings (false);
if (gameaction != ga_loadgame)
{
if (autostart || netgame)
V_InitFontColors ();
// [RH] Moved these up here so that we can do most of our
// startup output in a fullscreen console.
CT_Init ();
if (!restart)
{
// Do not do any screenwipes when autostarting a game.
if (!Args->CheckParm("-warpwipe"))
Printf ("I_Init: Setting up machine state.\n");
I_Init ();
}
Printf ("V_Init: allocate screen.\n");
V_Init (!!restart);
// Base systems have been inited; enable cvar callbacks
FBaseCVar::EnableCallbacks ();
Printf ("S_Init: Setting up sound.\n");
S_Init ();
Printf ("ST_Init: Init startup screen.\n");
if (!restart) StartScreen = FStartupScreen::CreateInstance (TexMan.GuesstimateNumTextures() + 5);
else StartScreen = new FStartupScreen(0);
ParseCompatibility();
CheckCmdLine();
// [RH] Load sound environments
S_ParseReverbDef ();
// [RH] Parse through all loaded mapinfo lumps
Printf ("G_ParseMapInfo: Load map definitions.\n");
G_ParseMapInfo (iwad_info->MapInfo);
ReadStatistics();
// [RH] Parse any SNDINFO lumps
Printf ("S_InitData: Load sound definitions.\n");
S_InitData ();
Printf ("Texman.Init: Init texture manager.\n");
TexMan.Init();
C_InitConback();
// [CW] Parse any TEAMINFO lumps.
Printf ("ParseTeamInfo: Load team definitions.\n");
TeamLibrary.ParseTeamInfo ();
FActorInfo::StaticInit ();
// [GRB] Initialize player class list
SetupPlayerClasses ();
// [RH] Load custom key and weapon settings from WADs
D_LoadWadSettings ();
// [GRB] Check if someone used clearplayerclasses but not addplayerclass
if (PlayerClasses.Size () == 0)
{
I_FatalError ("No player classes defined");
}
StartScreen->Progress ();
Printf ("R_Init: Init %s refresh subsystem.\n", gameinfo.ConfigName.GetChars());
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
R_Init ();
Printf ("DecalLibrary: Load decals.\n");
DecalLibrary.ReadAllDecals ();
// [RH] Add any .deh and .bex files on the command line.
// If there are none, try adding any in the config file.
// Note that the command line overrides defaults from the config.
if ((ConsiderPatches("-deh") | ConsiderPatches("-bex")) == 0 &&
gameinfo.gametype == GAME_Doom && GameConfig->SetSection ("Doom.DefaultDehacked"))
{
const char *key;
const char *value;
while (GameConfig->NextInSection (key, value))
{
NoWipe = TICRATE;
if (stricmp (key, "Path") == 0 && FileExists (value))
{
Printf ("Applying patch %s\n", value);
D_LoadDehFile(value);
}
}
CheckWarpTransMap (startmap, true);
if (demorecording)
G_BeginRecording (startmap);
G_InitNew (startmap, false);
}
// Load embedded Dehacked patches
D_LoadDehLumps();
// Create replacements for dehacked pickups
FinishDehPatch();
FActorInfo::StaticSetActorNums ();
//Added by MC:
bglobal.getspawned.Clear();
argcount = Args->CheckParmList("-bots", &args);
for (p = 0; p < argcount; ++p)
{
bglobal.getspawned.Push(args[p]);
}
bglobal.spawn_tries = 0;
bglobal.wanted_botnum = bglobal.getspawned.Size();
Printf ("M_Init: Init menus.\n");
M_Init ();
Printf ("P_Init: Init Playloop state.\n");
StartScreen->LoadingStatus ("Init game engine", 0x3f);
AM_StaticInit();
P_Init ();
P_SetupWeapons_ntohton();
//SBarInfo support.
SBarInfo::Load();
HUD_InitHud();
// [RH] User-configurable startup strings. Because BOOM does.
static const char *startupString[5] = {
"STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5"
};
for (p = 0; p < 5; ++p)
{
const char *str = GStrings[startupString[p]];
if (str != NULL && str[0] != '\0')
{
Printf ("%s\n", str);
}
}
if (!restart)
{
Printf ("D_CheckNetGame: Checking network game status.\n");
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
D_CheckNetGame ();
}
// [RH] Lock any cvars that should be locked now that we're
// about to begin the game.
FBaseCVar::EnableNoSet ();
delete iwad_man; // now we won't need this anymore
// [RH] Run any saved commands from the command line or autoexec.cfg now.
gamestate = GS_FULLCONSOLE;
Net_NewMakeTic ();
DThinker::RunThinkers ();
gamestate = GS_STARTUP;
if (!restart)
{
// start the apropriate game based on parms
v = Args->CheckValue ("-record");
if (v)
{
G_RecordDemo (v);
autostart = true;
}
delete StartScreen;
StartScreen = NULL;
if (Args->CheckParm("-norun"))
{
throw CNoRunExit();
}
V_Init2();
v = Args->CheckValue("-playdemo");
if (v != NULL)
{
singledemo = true; // quit after one demo
G_DeferedPlayDemo (v);
D_DoomLoop (); // never returns
}
v = Args->CheckValue ("-timedemo");
if (v)
{
G_TimeDemo (v);
D_DoomLoop (); // never returns
}
v = Args->CheckValue ("-loadgame");
if (v)
{
FString file(v);
FixPathSeperator (file);
DefaultExtension (file, ".zds");
G_LoadGame (file);
}
if (gameaction != ga_loadgame)
{
if (autostart || netgame)
{
// Do not do any screenwipes when autostarting a game.
if (!Args->CheckParm("-warpwipe"))
{
NoWipe = TICRATE;
}
CheckWarpTransMap (startmap, true);
if (demorecording)
G_BeginRecording (startmap);
G_InitNew (startmap, false);
}
else
{
D_StartTitle (); // start up intro loop
}
}
else if (demorecording)
{
G_BeginRecording (NULL);
}
atterm (D_QuitNetGame); // killough
}
else
{
// These calls from inside V_Init2 are still necessary
C_NewModeAdjust();
M_InitVideoModesMenu();
D_StartTitle (); // start up intro loop
setmodeneeded = false; // This may be set to true here, but isn't needed for a restart
}
try
{
D_DoomLoop (); // never returns
}
catch (CRestartException &ex)
{
// Music and sound should be stopped first
S_StopMusic(true);
S_StopAllChannels ();
// clean up game state
ST_Clear();
D_ErrorCleanup ();
P_FreeLevelData();
P_FreeExtraLevelData();
M_SaveDefaults(NULL); // save config before the restart
// delete all data that cannot be left until reinitialization
V_ClearFonts(); // must clear global font pointers
R_DeinitTranslationTables(); // some tables are initialized from outside the translation code.
gameinfo.~gameinfo_t();
new (&gameinfo) gameinfo_t; // Reset gameinfo
S_Shutdown(); // free all channels and delete playlist
C_ClearAliases(); // CCMDs won't be reinitialized so these need to be deleted here
GC::FullGC(); // perform one final garbage collection before deleting the class data
PClass::ClearRuntimeData(); // clear all runtime generated class data
restart++;
}
}
else if (demorecording)
{
G_BeginRecording (NULL);
}
atterm (D_QuitNetGame); // killough
while (1);
}
D_DoomLoop (); // never returns
//==========================================================================
//
// restart the game
//
//==========================================================================
CCMD(restart)
{
// remove command line args that would get in the way during restart
Args->RemoveArgs("-iwad");
Args->RemoveArgs("-deh");
Args->RemoveArgs("-bex");
Args->RemoveArgs("-playdemo");
Args->RemoveArgs("-file");
Args->RemoveArgs("-altdeath");
Args->RemoveArgs("-deathmatch");
Args->RemoveArgs("-skill");
Args->RemoveArgs("-savedir");
Args->RemoveArgs("-xlat");
Args->RemoveArgs("-oldsprites");
if (argv.argc() > 1)
{
for(int i=1;i<argv.argc(); i++)
{
Args->AppendArg(argv[i]);
}
}
// initiate the restart
throw CRestartException();
}
//==========================================================================
@ -2336,6 +2438,14 @@ void FStartupScreen::AppendStatusLine(const char *status)
{
}
void FStartupScreen::Progress(void) {}
void FStartupScreen::NetInit(char const *,int) {}
void FStartupScreen::NetProgress(int) {}
void FStartupScreen::NetMessage(char const *,...) {}
void FStartupScreen::NetDone(void) {}
bool FStartupScreen::NetLoop(bool (*)(void *),void *) { return false; }
//==========================================================================
//
// STAT fps

View file

@ -36,6 +36,12 @@ struct event_t;
// calls all startup code, parses command line options.
// If not overrided by user input, calls N_AdvanceDemo.
//
struct CRestartException
{
char dummy;
};
void D_DoomMain (void);

View file

@ -80,6 +80,24 @@ void PClass::StaticInit ()
}
}
void PClass::ClearRuntimeData ()
{
StaticShutdown();
m_RuntimeActors.Clear();
m_Types.Clear();
memset(TypeHash, 0, sizeof(TypeHash));
bShutdown = false;
// Immediately reinitialize the internal classes
FAutoSegIterator probe(CRegHead, CRegTail);
while (*++probe != NULL)
{
((ClassReg *)*probe)->RegisterClass ();
}
}
void PClass::StaticShutdown ()
{
TArray<size_t *> uniqueFPs(64);
@ -105,6 +123,8 @@ void PClass::StaticShutdown ()
uniqueFPs.Push(const_cast<size_t *>(type->FlatPointers));
}
}
type->FlatPointers = NULL;
// For runtime classes, this call will also delete the PClass.
PClass::StaticFreeData (type);
}

View file

@ -125,6 +125,7 @@ struct PClass
static void StaticInit ();
static void StaticShutdown ();
static void StaticFreeData (PClass *type);
static void ClearRuntimeData();
// Per-class information -------------------------------------
FName TypeName; // this class's name

View file

@ -2573,6 +2573,7 @@ bool G_CheckDemoStatus (void)
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
M_Free (demobuffer);
demobuffer = NULL;
P_SetupWeapons_ntohton();
demoplayback = false;

View file

@ -383,6 +383,7 @@ DBaseStatusBar *CreateCustomStatusBar(int script=0);
void ST_FormatMapName(FString &mapname, const char *mapnamecolor = "");
void ST_LoadCrosshair(bool alwaysload=false);
void ST_Clear();
extern FTexture *CrosshairImage;
#endif /* __SBAR_H__ */

View file

@ -423,6 +423,8 @@ static void FreeSBarInfoScript()
void SBarInfo::Load()
{
FreeSBarInfoScript();
MugShotStates.Clear();
if(gameinfo.statusbar.IsNotEmpty())
{
int lump = Wads.CheckNumForFullName(gameinfo.statusbar, true);

View file

@ -769,14 +769,11 @@ static void DrawCoordinates(player_t * CPlayer)
// draw the overlay
//
//---------------------------------------------------------------------------
void HUD_InitHud();
void DrawHUD()
{
player_t * CPlayer = StatusBar->CPlayer;
if (HudFont==NULL) HUD_InitHud();
players[consoleplayer].inventorytics = 0;
if (hud_althudscale && SCREENWIDTH>640)
{

View file

@ -197,6 +197,23 @@ void ST_LoadCrosshair(bool alwaysload)
CrosshairImage = TexMan[TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch)];
}
//---------------------------------------------------------------------------
//
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear()
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
CrosshairImage = NULL;
CrosshairNum = 0;
}
//---------------------------------------------------------------------------
//
// Constructor
@ -236,6 +253,7 @@ void DBaseStatusBar::Destroy ()
msg->Destroy();
msg = next;
}
Messages = NULL;
Super::Destroy();
}

View file

@ -110,8 +110,11 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
{
texname = GStrings[texname+1];
}
mBackground = TexMan.CheckForTexture(texname, FTexture::TEX_MiscPatch);
mFlatfill = desc->mFlatfill;
if (texname[0] != 0)
{
mBackground = TexMan.CheckForTexture(texname, FTexture::TEX_MiscPatch);
mFlatfill = desc->mFlatfill;
}
S_Sound (CHAN_VOICE | CHAN_UI, desc->mSound, 1.0f, ATTN_NONE);
if (desc->mPalette.IsNotEmpty() && (lumpnum = Wads.CheckNumForFullName(desc->mPalette, true)) > 0)
{

View file

@ -58,6 +58,7 @@ void DeinitIntermissions()
delete pair->Value;
pair->Value = NULL;
}
IntermissionDescriptors.Clear();
}
//==========================================================================
@ -833,7 +834,15 @@ void F_StartFinale (const char *music, int musicorder, int cdtrack, unsigned int
textscreen->mText << '$' << text;
}
textscreen->mTextDelay = 10;
textscreen->mBackground = flat;
if (flat != NULL && *flat != 0)
{
textscreen->mBackground = flat;
}
else
{
// force a black screen if no texture is set.
textscreen->mBackground = "-";
}
textscreen->mFlatfill = !finalePic;
if (music != NULL && *music != 0)

View file

@ -44,6 +44,7 @@
#include "w_wad.h"
TArray<FKeySection> KeySections;
extern TArray<FString> KeyConfWeapons;
static void LoadKeys (const char *modname, bool dbl)
{
@ -159,6 +160,7 @@ void D_LoadWadSettings ()
ParsingKeyConf = true;
KeySections.Clear();
KeyConfWeapons.Clear();
while ((lump = Wads.FindLump ("KEYCONF", &lastlump)) != -1)
{

View file

@ -230,6 +230,26 @@ FString DArgs::TakeValue(const char *check)
return out;
}
//===========================================================================
//
// DArgs :: RemoveArg
//
//===========================================================================
void DArgs::RemoveArgs(const char *check)
{
int i = CheckParm(check);
if (i > 0 && i < (int)Argv.Size() - 1)
{
do
{
RemoveArg(i);
}
while (Argv[i][0] != '+' && Argv[i][0] != '-' && i < (int)Argv.Size() - 1);
}
}
//===========================================================================
//
// DArgs :: GetArg

View file

@ -54,6 +54,7 @@ public:
void AppendArg(FString arg);
void AppendArgs(int argc, const FString *argv);
void RemoveArg(int argindex);
void RemoveArgs(const char *check);
void SetArgs(int argc, char **argv);
void CollectFiles(const char *param, const char *extension);
DArgs *GatherFiles(const char *param) const;

View file

@ -53,9 +53,10 @@
class DLoadSaveMenu : public DListMenu
{
DECLARE_CLASS(DLoadSaveMenu, DListMenu)
friend void ClearSaveGames();
protected:
static TDeletingArray<FSaveGameNode*> SaveGames;
static TArray<FSaveGameNode*> SaveGames;
static int LastSaved;
static int LastAccessed;
@ -114,7 +115,7 @@ public:
IMPLEMENT_CLASS(DLoadSaveMenu)
TDeletingArray<FSaveGameNode*> DLoadSaveMenu::SaveGames;
TArray<FSaveGameNode*> DLoadSaveMenu::SaveGames;
int DLoadSaveMenu::LastSaved = -1;
int DLoadSaveMenu::LastAccessed = -1;
@ -126,6 +127,21 @@ FSaveGameNode *quickSaveSlot;
//
//=============================================================================
void ClearSaveGames()
{
for(unsigned i=0;i<DLoadSaveMenu::SaveGames.Size(); i++)
{
delete DLoadSaveMenu::SaveGames[i];
}
DLoadSaveMenu::SaveGames.Clear();
}
//=============================================================================
//
// Save data maintenance (stored statically)
//
//=============================================================================
int DLoadSaveMenu::RemoveSaveSlot (int index)
{
FSaveGameNode *file = SaveGames[index];
@ -194,6 +210,8 @@ void DLoadSaveMenu::ReadSaveStrings ()
findstate_t c_file;
FString filter;
LastSaved = LastAccessed = -1;
quickSaveSlot = NULL;
filter = G_BuildSaveName ("*.zds", -1);
filefirst = I_FindFirst (filter.GetChars(), &c_file);
if (filefirst != ((void *)(-1)))

View file

@ -111,6 +111,22 @@ struct FListMenuDescriptor : public FMenuDescriptor
const PClass *mClass;
FMenuDescriptor *mRedirect; // used to redirect overlong skill and episode menus to option menu based alternatives
bool mCenter;
void Reset()
{
// Reset the default settings (ignore all other values in the struct)
mSelectOfsX = 0;
mSelectOfsY = 0;
mSelector.SetInvalid();
mDisplayTop = 0;
mXpos = 0;
mYpos = 0;
mLinespacing = 0;
mNetgameMessage = "";
mFont = NULL;
mFontColor = CR_UNTRANSLATED;
mFontColor2 = CR_UNTRANSLATED;
}
};
struct FOptionMenuSettings
@ -141,6 +157,14 @@ struct FOptionMenuDescriptor : public FMenuDescriptor
void CalcIndent();
FOptionMenuItem *GetItem(FName name);
void Reset()
{
// Reset the default settings (ignore all other values in the struct)
mPosition = 0;
mScrollTop = 0;
mIndent = 0;
mDontDim = 0;
}
};

View file

@ -52,6 +52,8 @@
#include "optionmenuitems.h"
void ClearSaveGames();
MenuDescriptorList MenuDescriptors;
static FListMenuDescriptor DefaultListMenuSettings; // contains common settings for all list menus
static FOptionMenuDescriptor DefaultOptionMenuSettings; // contains common settings for all Option menus
@ -83,7 +85,11 @@ static void DeinitMenus()
pair->Value = NULL;
}
}
MenuDescriptors.Clear();
OptionValues.Clear();
DMenu::CurrentMenu = NULL;
DefaultListMenuSettings.mItems.Clear();
ClearSaveGames();
}
//=============================================================================
@ -825,8 +831,11 @@ void M_ParseMenuDefs()
OptionSettings.mFontColorHeader = V_FindFontColor(gameinfo.mFontColorHeader);
OptionSettings.mFontColorHighlight = V_FindFontColor(gameinfo.mFontColorHighlight);
OptionSettings.mFontColorSelection = V_FindFontColor(gameinfo.mFontColorSelection);
DefaultListMenuSettings.Reset();
DefaultOptionMenuSettings.Reset();
atterm( DeinitMenus);
DeinitMenus();
while ((lump = Wads.FindLump ("MENUDEF", &lastlump)) != -1)
{
FScanner sc(lump);
@ -841,6 +850,10 @@ void M_ParseMenuDefs()
else if (sc.Compare("DEFAULTLISTMENU"))
{
ParseListMenuBody(sc, &DefaultListMenuSettings);
if (DefaultListMenuSettings.mItems.Size() > 0)
{
I_FatalError("You cannot add menu items to the menu default settings.");
}
}
else if (sc.Compare("OPTIONVALUE"))
{
@ -861,6 +874,10 @@ void M_ParseMenuDefs()
else if (sc.Compare("DEFAULTOPTIONMENU"))
{
ParseOptionMenuBody(sc, &DefaultOptionMenuSettings);
if (DefaultOptionMenuSettings.mItems.Size() > 0)
{
I_FatalError("You cannot add menu items to the menu default settings.");
}
}
else
{
@ -1221,10 +1238,11 @@ void M_CreateMenus()
// THe skill menu must be refeshed each time it starts up
//
//=============================================================================
extern int restart;
void M_StartupSkillMenu(FGameStartup *gs)
{
static bool done = false;
static int done = -1;
bool success = false;
FMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
if (desc != NULL)
@ -1250,9 +1268,9 @@ void M_StartupSkillMenu(FGameStartup *gs)
}
}
if (!done)
if (done != restart)
{
done = true;
done = restart;
int defskill = DefaultSkill;
if ((unsigned int)defskill >= AllSkills.Size())
{

View file

@ -1822,6 +1822,7 @@ void P_SetLineID (line_t *ld)
{
ld->id = ld->args[0];
}
ld->special = 0;
break;
case TranslucentLine:
@ -4144,11 +4145,7 @@ static void P_Shutdown ()
P_DeinitKeyMessages ();
P_FreeLevelData ();
P_FreeExtraLevelData ();
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
ST_Clear();
}
#if 0

View file

@ -133,6 +133,7 @@ void SetupPlayerClasses ()
{
FPlayerClass newclass;
PlayerClasses.Clear();
for (unsigned i=0; i<gameinfo.PlayerClasses.Size(); i++)
{
newclass.Flags = 0;

View file

@ -127,6 +127,22 @@ void R_SetDefaultColormap (const char *name)
}
}
//==========================================================================
//
// R_DeinitColormaps
//
//==========================================================================
void R_DeinitColormaps ()
{
fakecmaps.Clear();
if (realcolormaps != NULL)
{
delete[] realcolormaps;
realcolormaps = NULL;
}
}
//==========================================================================
//
// R_InitColormaps
@ -141,6 +157,8 @@ void R_InitColormaps ()
FakeCmap cm;
R_DeinitColormaps();
cm.name[0] = 0;
cm.blend = 0;
fakecmaps.Push(cm);
@ -215,21 +233,6 @@ void R_InitColormaps ()
numfakecmaps = fakecmaps.Size();
}
//==========================================================================
//
// R_DeinitColormaps
//
//==========================================================================
void R_DeinitColormaps ()
{
if (realcolormaps != NULL)
{
delete[] realcolormaps;
realcolormaps = NULL;
}
}
//==========================================================================
//
// [RH] Returns an index into realcolormaps. Multiply it by

View file

@ -866,7 +866,10 @@ void R_InitSprites ()
numskins++;
}
SpriteFrames.Clear();
// [RH] Do some preliminary setup
if (skins != NULL) delete [] skins;
skins = new FPlayerSkin[numskins];
memset (skins, 0, sizeof(*skins) * numskins);
for (i = 0; i < numskins; i++)

View file

@ -869,7 +869,9 @@ void R_DeinitTranslationTables()
translationtables[i][j] = NULL;
}
}
translationtables[i].Clear();
}
BloodTranslationColors.Clear();
}
//----------------------------------------------------------------------------

View file

@ -587,6 +587,7 @@ void S_ParseReverbDef ()
int lump, lastlump = 0;
atterm (S_UnloadReverbDef);
S_UnloadReverbDef ();
while ((lump = Wads.FindLump ("REVERBS", &lastlump)) != -1)
{
@ -597,15 +598,21 @@ void S_ParseReverbDef ()
void S_UnloadReverbDef ()
{
ReverbContainer *probe = Environments;
ReverbContainer **pNext = NULL;
while (probe != NULL)
{
ReverbContainer *next = probe->Next;
if (!probe->Builtin)
{
if (pNext != NULL) *pNext = probe->Next;
delete[] const_cast<char *>(probe->Name);
delete probe;
}
else
{
pNext = &probe->Next;
}
probe = next;
}
Environments = &Off;

View file

@ -502,6 +502,24 @@ static void AssignHexenTranslations (void)
}
}
//==========================================================================
//
// S_ClearSndSeq
//
//==========================================================================
void S_ClearSndSeq()
{
for (unsigned int i = 0; i < Sequences.Size(); i++)
{
if (Sequences[i])
{
M_Free(Sequences[i]);
}
}
Sequences.Clear();
}
//==========================================================================
//
// S_ParseSndSeq
@ -523,14 +541,7 @@ void S_ParseSndSeq (int levellump)
// First free the old SNDSEQ data. This allows us to reload this for each level
// and specify a level specific SNDSEQ lump!
for (unsigned int i = 0; i < Sequences.Size(); i++)
{
if (Sequences[i])
{
M_Free(Sequences[i]);
}
}
Sequences.Clear();
S_ClearSndSeq();
// be gone, compiler warnings
stopsound = 0;

View file

@ -292,6 +292,7 @@ void S_Init ()
if (S_SoundCurve != NULL)
{
delete[] S_SoundCurve;
S_SoundCurve = NULL;
}
// Heretic and Hexen have sound curve lookup tables. Doom does not.

View file

@ -42,15 +42,15 @@ public:
FStartupScreen(int max_progress);
virtual ~FStartupScreen();
virtual void Progress() = 0;
virtual void Progress();
virtual void LoadingStatus(const char *message, int colors); // Used by Heretic only
virtual void AppendStatusLine(const char *status); // Used by Heretic only
virtual void NetInit(const char *message, int num_players) = 0;
virtual void NetProgress(int count) = 0;
virtual void NetMessage(const char *format, ...) = 0; // cover for printf
virtual void NetDone() = 0;
virtual bool NetLoop(bool (*timer_callback)(void *), void *userdata) = 0;
virtual void NetInit(const char *message, int num_players);
virtual void NetProgress(int count);
virtual void NetMessage(const char *format, ...); // cover for printf
virtual void NetDone();
virtual bool NetLoop(bool (*timer_callback)(void *), void *userdata);
protected:
int MaxPos, CurPos, NotchPos;
};

View file

@ -130,11 +130,11 @@ extern TArray<level_info_t> wadlevelinfos;
static void ParseStatistics(const char *fn, TArray<FStatistics> &statlist)
{
statlist.Clear();
try
{
FScanner sc;
sc.OpenFile(fn);
statlist.Clear();
while (sc.GetString())
{

View file

@ -3,5 +3,5 @@
// This file was automatically generated by the
// updaterevision tool. Do not edit by hand.
#define ZD_SVN_REVISION_STRING "3038"
#define ZD_SVN_REVISION_NUMBER 3038
#define ZD_SVN_REVISION_STRING "3042"
#define ZD_SVN_REVISION_NUMBER 3042

View file

@ -337,6 +337,8 @@ void LoadActors ()
{
int lastlump, lump;
StateParams.Clear();
GlobalSymbols.ReleaseSymbols();
DropItemList.Clear();
FScriptPosition::ResetErrorCounter();
InitThingdef();

View file

@ -123,7 +123,8 @@ class FStateExpressions
TArray<FStateExpression> expressions;
public:
~FStateExpressions();
~FStateExpressions() { Clear(); }
void Clear();
int Add(FxExpression *x, const PClass *o, bool c);
int Reserve(int num, const PClass *cls);
void Set(int num, FxExpression *x, bool cloned = false);

View file

@ -2765,7 +2765,7 @@ FStateExpressions StateParams;
//
//==========================================================================
FStateExpressions::~FStateExpressions()
void FStateExpressions::Clear()
{
for(unsigned i=0; i<Size(); i++)
{
@ -2774,6 +2774,7 @@ FStateExpressions::~FStateExpressions()
delete expressions[i].expr;
}
}
expressions.Clear();
}
//==========================================================================

View file

@ -2050,6 +2050,11 @@ void V_InitFontColors ()
info.Index = -1;
TranslationParms[0].Clear();
TranslationParms[1].Clear();
TranslationLookup.Clear();
TranslationColors.Clear();
while ((lump = Wads.FindLump ("TEXTCOLO", &lastlump)) != -1)
{
if (gameinfo.flags & GI_NOTEXTCOLOR)
@ -2435,3 +2440,13 @@ void V_InitFonts()
}
}
}
void V_ClearFonts()
{
while (FFont::FirstFont != NULL)
{
delete FFont::FirstFont;
}
FFont::FirstFont = NULL;
SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = NULL;
}

View file

@ -128,7 +128,7 @@ protected:
static FFont *FirstFont;
friend struct FontsDeleter;
friend void V_Shutdown();
friend void V_ClearFonts();
friend FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font);
};
@ -137,6 +137,7 @@ protected:
extern FFont *SmallFont, *SmallFont2, *BigFont, *ConFont, *IntermissionFont;
void V_InitFonts();
void V_ClearFonts();
EColorRange V_FindFontColor (FName name);
PalEntry V_LogColorFromColorRange (EColorRange range);
EColorRange V_ParseFontColor (const BYTE *&color_value, int normalcolor, int boldcolor);

View file

@ -447,6 +447,7 @@ void InitPalette ()
int lump;
atterm (FreeSpecialLights);
FreeSpecialLights();
if ((lump = Wads.CheckNumForFullName ("palette.dat")) >= 0 && Wads.LumpLength (lump) >= 768)
{
@ -780,6 +781,7 @@ static void FreeSpecialLights()
delete[] colormap->Maps;
delete colormap;
}
NormalLight.Next = NULL;
}
// Builds NUMCOLORMAPS colormaps lit with the specified color

View file

@ -1605,7 +1605,7 @@ CCMD (vid_setmode)
// V_Init
//
void V_Init (void)
void V_Init (bool restart)
{
const char *i;
int width, height, bits;
@ -1615,40 +1615,43 @@ void V_Init (void)
// [RH] Initialize palette management
InitPalette ();
width = height = bits = 0;
if ( (i = Args->CheckValue ("-width")) )
width = atoi (i);
if ( (i = Args->CheckValue ("-height")) )
height = atoi (i);
if ( (i = Args->CheckValue ("-bits")) )
bits = atoi (i);
if (width == 0)
if (!restart)
{
if (height == 0)
width = height = bits = 0;
if ( (i = Args->CheckValue ("-width")) )
width = atoi (i);
if ( (i = Args->CheckValue ("-height")) )
height = atoi (i);
if ( (i = Args->CheckValue ("-bits")) )
bits = atoi (i);
if (width == 0)
{
width = vid_defwidth;
height = vid_defheight;
if (height == 0)
{
width = vid_defwidth;
height = vid_defheight;
}
else
{
width = (height * 8) / 6;
}
}
else
else if (height == 0)
{
width = (height * 8) / 6;
height = (width * 6) / 8;
}
}
else if (height == 0)
{
height = (width * 6) / 8;
if (bits == 0)
{
bits = vid_defbits;
}
screen = new DDummyFrameBuffer (width, height);
}
if (bits == 0)
{
bits = vid_defbits;
}
screen = new DDummyFrameBuffer (width, height);
BuildTransTable (GPalette.BaseColors);
}
@ -1692,10 +1695,7 @@ void V_Shutdown()
s->ObjectFlags |= OF_YesReallyDelete;
delete s;
}
while (FFont::FirstFont != NULL)
{
delete FFont::FirstFont;
}
V_ClearFonts();
}
EXTERN_CVAR (Bool, vid_tft)

View file

@ -473,7 +473,7 @@ extern "C" DWORD Col2RGB8_Inverse[65][256];
// --111111111111111111111111111111 = 0x3FFFFFFF
// Allocates buffer screens, call before R_Init.
void V_Init ();
void V_Init (bool restart);
// Initializes graphics mode for the first time.
void V_Init2 ();

View file

@ -156,16 +156,23 @@ struct XlatParseContext : public FParseContext
//
//==========================================================================
void P_ClearTranslator()
{
SimpleLineTranslations.Clear();
NumBoomish = 0;
SectorTranslations.Clear();
SectorMasks.Clear();
memset(LineFlagTranslations, 0, sizeof(LineFlagTranslations));
LastTranslator = "";
}
void P_LoadTranslator(const char *lumpname)
{
// Only read the lump if it differs from the previous one.
if (LastTranslator.CompareNoCase(lumpname))
{
// Clear the old data before parsing the lump.
SimpleLineTranslations.Clear();
NumBoomish = 0;
SectorTranslations.Clear();
SectorMasks.Clear();
P_ClearTranslator();
void *pParser = XlatParseAlloc(malloc);
@ -179,3 +186,5 @@ void P_LoadTranslator(const char *lumpname)
LastTranslator = lumpname;
}
}

View file

@ -870,6 +870,7 @@ OptionMenu AutomapOptions
Option "Show map label", "am_showmaplabel", "MaplabelTypes"
Option "Draw map background", "am_drawmapback", "OnOff"
Option "Show keys (cheat)", "am_showkeys", "OnOff"
Option "Show trigger lines", "am_showtriggerlines", "OnOff"
}
//-------------------------------------------------------------------------------------------
@ -922,6 +923,7 @@ OptionMenu MapColorMenu
ColorPicker "Teleporter to the same map", "am_intralevelcolor"
ColorPicker "Teleporter to a different map", "am_interlevelcolor"
ColorPicker "Secret sector", "am_secretsectorcolor"
ColorPicker "Special trigger lines", "am_specialwallcolor"
StaticText " "
StaticText "Cheat Mode", 1
ColorPicker "Invisible 2-sided walls", "am_tswallcolor"
@ -939,6 +941,7 @@ OptionMenu MapColorMenu
ColorPicker "Not-yet-seen walls", "am_ovunseencolor"
ColorPicker "Teleporter", "am_ovtelecolor"
ColorPicker "Secret sector", "am_ovsecretsectorcolor"
ColorPicker "Special trigger lines", "am_ovspecialwallcolor"
StaticText " "
StaticText "Overlay Cheat Mode", 1
ColorPicker "Actors", "am_ovthingcolor"