- 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.
This commit is contained in:
Christoph Oelckers 2016-12-03 15:44:46 +01:00
parent 5117b32431
commit 30cbce051e
3 changed files with 43 additions and 32 deletions

View file

@ -473,6 +473,11 @@ static AMColorset AMMod;
static AMColorset AMModOverlay;
void AM_ClearColorsets()
{
AMModOverlay.defined = false;
AMMod.defined = false;
}
//=============================================================================
//
//

View file

@ -27,6 +27,7 @@ class FSerializer;
void AM_StaticInit();
void AM_ClearColorsets(); // reset data for a restart.
// Called by main loop.
bool AM_Responder (event_t* ev, bool last);

View file

@ -2592,14 +2592,16 @@ void D_DoomMain (void)
G_DeferedPlayDemo (v);
D_DoomLoop (); // never returns
}
else
{
v = Args->CheckValue("-timedemo");
if (v)
{
G_TimeDemo(v);
D_DoomLoop(); // never returns
}
else
{
if (gameaction != ga_loadgame && gameaction != ga_loadgamehidecon)
{
if (autostart || netgame)
@ -2631,6 +2633,8 @@ void D_DoomMain (void)
atterm(D_QuitNetGame); // killough
}
}
}
else
{
// let the renderer reinitialize some stuff if needed
@ -2643,7 +2647,7 @@ void D_DoomMain (void)
}
D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
maxberestart:
//
// Clean up after a restart
//
@ -2654,6 +2658,7 @@ void D_DoomMain (void)
M_ClearMenus(); // close menu if open
F_EndFinale(); // If an intermission is active, end it now
AM_ClearColorsets();
// clean up game state
ST_Clear();