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- make stuff compile again
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parent
7ed8d3b3e2
commit
54329bd87b
5 changed files with 11 additions and 7 deletions
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@ -106,6 +106,7 @@ void G_AddViewAngle (int yaw, bool mouse = false);
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class FBaseCVar;
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class FBaseCVar;
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FBaseCVar* G_GetUserCVar(int playernum, const char* cvarname);
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FBaseCVar* G_GetUserCVar(int playernum, const char* cvarname);
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class DIntermissionController;
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void RunIntermission(DIntermissionController* intermissionScreen, DObject* statusScreen, std::function<void(bool)> completionf);
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void RunIntermission(DIntermissionController* intermissionScreen, DObject* statusScreen, std::function<void(bool)> completionf);
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extern const AActor *SendItemUse, *SendItemDrop;
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extern const AActor *SendItemUse, *SendItemDrop;
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@ -82,6 +82,7 @@
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#include "p_effect.h"
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#include "p_effect.h"
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#include "stringtable.h"
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#include "stringtable.h"
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#include "c_buttons.h"
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#include "c_buttons.h"
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#include "screenjob.h"
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#include "gi.h"
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#include "gi.h"
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@ -830,7 +831,7 @@ static wbstartstruct_t staticWmInfo;
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DIntermissionController* FLevelLocals::CreateIntermission()
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DIntermissionController* FLevelLocals::CreateIntermission()
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{
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{
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DIntermissionController* controller;
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DIntermissionController* controller = nullptr;
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cluster_info_t *nextcluster;
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cluster_info_t *nextcluster;
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cluster_info_t *thiscluster;
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cluster_info_t *thiscluster;
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@ -997,7 +998,8 @@ void G_DoCompleted (void)
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}
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}
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// todo: create end of level screenjob
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// todo: create end of level screenjob
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DObject* statusScreen = nullptr, *intermissionScreen = nullptr;
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DObject* statusScreen = nullptr;
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DIntermissionController* intermissionScreen = nullptr;
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if (playinter)
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if (playinter)
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{
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{
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// [RH] If you ever get a statistics driver operational, adapt this.
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// [RH] If you ever get a statistics driver operational, adapt this.
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@ -1008,8 +1010,7 @@ void G_DoCompleted (void)
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}
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}
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bool endgame = intermissionScreen && intermissionScreen->mEndGame;
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bool endgame = intermissionScreen && intermissionScreen->mEndGame;
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intermissionScreen = primaryLevel->CreateIntermission();
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intermissionScreen = primaryLevel->CreateIntermission();
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RunIntermission(intermissionScreen, statusScreen, [=](bool) { if (!endgame) primaryLevel->WorldDone(); }
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RunIntermission(intermissionScreen, statusScreen, [=](bool) { if (!endgame) primaryLevel->WorldDone(); });
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)
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}
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}
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//==========================================================================
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//==========================================================================
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@ -42,6 +42,7 @@
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#include "gstrings.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "gi.h"
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#include "screenjob.h"
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#include "screenjob.h"
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#include "d_event.h"
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static void ReplaceIntermission(FName intname,FIntermissionDescriptor *desc)
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static void ReplaceIntermission(FName intname,FIntermissionDescriptor *desc)
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@ -910,14 +911,14 @@ DIntermissionController* F_StartFinale (const char *music, int musicorder, int c
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desc->mActions.Push(wiper);
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desc->mActions.Push(wiper);
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}
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}
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return F_StartIntermission(desc, true, ending? FSTATE_EndingGame : FSTATE_ChangingLevel);
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return F_StartIntermission(desc, true);
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}
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}
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else if (ending)
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else if (ending)
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{
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{
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FIntermissionDescriptor **pdesc = IntermissionDescriptors.CheckKey(endsequence);
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FIntermissionDescriptor **pdesc = IntermissionDescriptors.CheckKey(endsequence);
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if (pdesc != NULL)
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if (pdesc != NULL)
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{
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{
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return F_StartIntermission(*pdesc, false, ending? FSTATE_EndingGame : FSTATE_ChangingLevel);
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return F_StartIntermission(*pdesc, false);
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}
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}
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}
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}
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return nullptr;
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return nullptr;
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@ -60,6 +60,7 @@
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#include "actorinlines.h"
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#include "actorinlines.h"
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#include "v_draw.h"
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#include "v_draw.h"
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#include "doommenu.h"
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#include "doommenu.h"
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#include "g_game.h"
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static FRandom pr_randomspeech("RandomSpeech");
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static FRandom pr_randomspeech("RandomSpeech");
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@ -1645,7 +1645,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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PARAM_NAME(seq);
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PARAM_NAME(seq);
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PARAM_INT(state);
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PARAM_INT(state);
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F_StartIntermission(seq, (uint8_t)state);
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G_StartSlideshow(self, seq);
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return 0;
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return 0;
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}
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}
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