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Fixed a few cases when IWAD was checked by hardcoded index
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13584b9a9d
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4 changed files with 4 additions and 4 deletions
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@ -2193,7 +2193,7 @@ static void PutSaveWads (FSerializer &arc)
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arc.AddString("Game WAD", name);
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// Name of wad the map resides in
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if (Wads.GetLumpFile (level.lumpnum) > 1)
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if (Wads.GetLumpFile (level.lumpnum) > Wads.GetIwadNum())
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{
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name = Wads.GetWadName (Wads.GetLumpFile (level.lumpnum));
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arc.AddString("Map WAD", name);
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@ -87,7 +87,7 @@ void AdjustSpriteOffsets()
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for (int i = 0; i < numtex; i++)
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{
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if (Wads.GetLumpFile(i) > 1) break; // we are past the IWAD
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if (Wads.GetLumpFile(i) > Wads.GetIwadNum()) break; // we are past the IWAD
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if (Wads.GetLumpNamespace(i) == ns_sprites && Wads.GetLumpFile(i) == Wads.GetIwadNum())
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{
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char str[9];
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@ -299,7 +299,7 @@ bool FIntermissionActionTextscreen::ParseKey(FScanner &sc)
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else
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{
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// only print an error if coming from a PWAD
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if (Wads.GetLumpFile(sc.LumpNum) > 1)
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if (Wads.GetLumpFile(sc.LumpNum) > Wads.GetIwadNum())
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sc.ScriptMessage("Unknown text lump '%s'", sc.String);
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mText.Format("Unknown text lump '%s'", sc.String);
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}
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@ -2361,7 +2361,7 @@ void V_InitFontColors ()
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// which are used by the menu. So we have no choice but to skip this lump so that
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// all colors work properly.
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// The text colors should be the end user's choice anyway.
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if (Wads.GetLumpFile(lump) == 1) continue;
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if (Wads.GetLumpFile(lump) == Wads.GetIwadNum()) continue;
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}
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FScanner sc(lump);
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while (sc.GetString())
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