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- fixed: Custom automap colors were not invalidated on restart.
- fixed: D_DoomMain has 3 calls to D_DoomLoop but only the main call of these was capable of a clean restart.
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5117b32431
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30cbce051e
3 changed files with 43 additions and 32 deletions
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@ -473,6 +473,11 @@ static AMColorset AMMod;
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static AMColorset AMModOverlay;
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static AMColorset AMModOverlay;
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void AM_ClearColorsets()
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{
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AMModOverlay.defined = false;
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AMMod.defined = false;
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}
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//=============================================================================
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//=============================================================================
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//
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//
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//
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//
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@ -27,6 +27,7 @@ class FSerializer;
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void AM_StaticInit();
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void AM_StaticInit();
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void AM_ClearColorsets(); // reset data for a restart.
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// Called by main loop.
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// Called by main loop.
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bool AM_Responder (event_t* ev, bool last);
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bool AM_Responder (event_t* ev, bool last);
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@ -2592,14 +2592,16 @@ void D_DoomMain (void)
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G_DeferedPlayDemo (v);
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G_DeferedPlayDemo (v);
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D_DoomLoop (); // never returns
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D_DoomLoop (); // never returns
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}
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}
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else
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{
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v = Args->CheckValue("-timedemo");
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v = Args->CheckValue("-timedemo");
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if (v)
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if (v)
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{
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{
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G_TimeDemo(v);
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G_TimeDemo(v);
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D_DoomLoop(); // never returns
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D_DoomLoop(); // never returns
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}
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}
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else
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{
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if (gameaction != ga_loadgame && gameaction != ga_loadgamehidecon)
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if (gameaction != ga_loadgame && gameaction != ga_loadgamehidecon)
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{
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{
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if (autostart || netgame)
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if (autostart || netgame)
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@ -2631,6 +2633,8 @@ void D_DoomMain (void)
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atterm(D_QuitNetGame); // killough
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atterm(D_QuitNetGame); // killough
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}
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}
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}
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}
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else
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else
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{
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{
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// let the renderer reinitialize some stuff if needed
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// let the renderer reinitialize some stuff if needed
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@ -2643,7 +2647,7 @@ void D_DoomMain (void)
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}
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}
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D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
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D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
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maxberestart:
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//
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//
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// Clean up after a restart
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// Clean up after a restart
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//
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//
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@ -2654,6 +2658,7 @@ void D_DoomMain (void)
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M_ClearMenus(); // close menu if open
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M_ClearMenus(); // close menu if open
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F_EndFinale(); // If an intermission is active, end it now
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F_EndFinale(); // If an intermission is active, end it now
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AM_ClearColorsets();
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// clean up game state
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// clean up game state
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ST_Clear();
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ST_Clear();
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