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- properly set 'netgame' in C/S situations to disable cheats and make the game continue running when the menu/console are active
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10388f83ef
commit
bb235ab572
4 changed files with 13 additions and 28 deletions
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@ -246,33 +246,9 @@ void Network::D_CheckNetGame()
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Printf("using alternate port %i\n", port);
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}
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// parse network game options,
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// player 1: -host <numplayers>
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// player x: -join <player 1's address>
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if ((i = Args->CheckParm("-host")))
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{
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doomcom = I_InitNetwork(port);
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//HostGame(i);
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}
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else if ((i = Args->CheckParm("-join")))
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{
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if ((i == Args->NumArgs() - 1) ||
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(Args->GetArg(i + 1)[0] == '-') ||
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(Args->GetArg(i + 1)[0] == '+'))
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I_FatalError("You need to specify the host machine's address");
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doomcom = I_InitNetwork(0);
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doomcom->Connect(Args->GetArg(i + 1));
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//JoinGame(i);
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}
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else
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{
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// single player game
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netgame = false;
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multiplayer = false;
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//numplayers = numnodes = 1;
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consoleplayer = 0;
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}
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netgame = false;
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multiplayer = false;
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consoleplayer = 0;
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v = Args->CheckValue("-dup");
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if (v)
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@ -65,9 +65,13 @@
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#include "events.h"
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#include "i_time.h"
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extern bool netserver, netclient;
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NetSinglePlayer::NetSinglePlayer()
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{
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netgame = false;
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netclient = false;
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netserver = false;
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multiplayer = false;
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consoleplayer = 0;
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players[0].settings_controller = true;
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@ -154,6 +154,7 @@ bool netgame; // only true if packets are broadcast
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bool multiplayer;
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bool multiplayernext = false; // [SP] Map coop/dm implementation
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bool netclient; // clientside playsim
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bool netserver = false; // used to enforce 'netplay = true'
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player_t players[MAXPLAYERS];
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bool playeringame[MAXPLAYERS];
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@ -2851,6 +2852,7 @@ void G_TimeDemo (const char* name)
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void G_InitServerNetGame(const char *mapname)
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{
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netgame = true;
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netserver = true;
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netclient = false;
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multiplayer = true;
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multiplayernext = true;
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@ -2867,6 +2869,7 @@ void G_InitServerNetGame(const char *mapname)
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void G_InitClientNetGame(int player, const char* mapname)
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{
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netgame = true;
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netserver = false;
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netclient = true;
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multiplayer = true;
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multiplayernext = true;
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@ -150,6 +150,8 @@ extern bool sendpause, sendsave, sendturn180, SendLand;
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void *statcopy; // for statistics driver
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FLevelLocals level; // info about current level
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extern bool netserver; // serverside playsim
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extern bool netclient; // clientside playsim
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//==========================================================================
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@ -350,7 +352,7 @@ void G_NewInit ()
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}
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G_ClearSnapshots ();
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netgame = false;
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netgame = (netclient || netserver);
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multiplayer = multiplayernext;
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multiplayernext = false;
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if (demoplayback)
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