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- Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
doesn't work in M_ChooseSkill when the full console is open. SVN r541 (trunk)
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4 changed files with 12 additions and 6 deletions
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@ -1,3 +1,7 @@
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August 9, 2007 (Changes by Graf Zahl)
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- Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
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doesn't work in M_ChooseSkill when the full console is open.
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July 28, 2007 (Changes by Graf Zahl)
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- fixed: The BFGBall's explosion sequence was missing a state.
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- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
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@ -1369,10 +1369,12 @@ bool CheckWarpTransMap (char mapname[9], bool substitute)
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// consoleplayer, playeringame[] should be set.
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//
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static char d_mapname[256];
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static int d_skill;
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void G_DeferedInitNew (const char *mapname)
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void G_DeferedInitNew (const char *mapname, int newskill)
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{
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strncpy (d_mapname, mapname, 8);
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d_skill = newskill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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}
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@ -1419,6 +1421,7 @@ CCMD (open)
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{
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delete map;
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gameaction = ga_newgame2;
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d_skill = -1;
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}
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}
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else
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@ -1464,6 +1467,7 @@ void G_DoNewGame (void)
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{
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G_NewInit ();
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playeringame[consoleplayer] = 1;
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if (d_skill != -1) gameskill = d_skill;
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G_InitNew (d_mapname, false);
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gameaction = ga_nothing;
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}
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@ -315,7 +315,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel);
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// Can be called by the startup code or M_Responder.
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// A normal game starts at map 1,
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// but a warp test can start elsewhere
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void G_DeferedInitNew (const char *mapname);
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void G_DeferedInitNew (const char *mapname, int skill = -1);
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void G_ExitLevel (int position, bool keepFacing);
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void G_SecretExitLevel (int position);
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@ -1708,8 +1708,7 @@ void M_VerifyNightmare (int ch)
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if (ch != 'y')
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return;
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gameskill = 4;
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G_DeferedInitNew (EpisodeMaps[epi]);
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G_DeferedInitNew (EpisodeMaps[epi], 4);
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gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
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M_ClearMenus ();
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}
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@ -1722,8 +1721,7 @@ void M_ChooseSkill (int choice)
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return;
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}
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gameskill = choice;
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G_DeferedInitNew (EpisodeMaps[epi]);
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G_DeferedInitNew (EpisodeMaps[epi], choice);
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if (gamestate == GS_FULLCONSOLE)
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{
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gamestate = GS_HIDECONSOLE;
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