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- Fixed: M_VerifyNightmare must use the selected skill level to start the
game, not always 4. SVN r592 (trunk)
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2 changed files with 8 additions and 1 deletions
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@ -1,3 +1,7 @@
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December 10, 2007 (Changes by Graf Zahl)
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- Fixed: M_VerifyNightmare must use the selected skill level to start the
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game, not always 4.
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December 9, 2007 (Changes by Graf Zahl)
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December 9, 2007 (Changes by Graf Zahl)
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- Fixed: There was no working means to pass 'no state' to A_Chase.
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- Fixed: There was no working means to pass 'no state' to A_Chase.
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Now 0 or an empty string will do that.
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Now 0 or an empty string will do that.
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@ -1723,12 +1723,14 @@ void M_DrawEpisode ()
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}
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}
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}
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}
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static int confirmskill;
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void M_VerifyNightmare (int ch)
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void M_VerifyNightmare (int ch)
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{
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{
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if (ch != 'y')
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if (ch != 'y')
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return;
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return;
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G_DeferedInitNew (EpisodeMaps[epi], 4);
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G_DeferedInitNew (EpisodeMaps[epi], confirmskill);
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if (gamestate == GS_FULLCONSOLE)
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if (gamestate == GS_FULLCONSOLE)
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{
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{
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gamestate = GS_HIDECONSOLE;
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gamestate = GS_HIDECONSOLE;
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@ -1744,6 +1746,7 @@ void M_ChooseSkill (int choice)
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const char *msg = AllSkills[choice].MustConfirmText;
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const char *msg = AllSkills[choice].MustConfirmText;
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if (*msg==0) msg = GStrings("NIGHTMARE");
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if (*msg==0) msg = GStrings("NIGHTMARE");
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if (*msg=='$') msg = GStrings(msg+1);
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if (*msg=='$') msg = GStrings(msg+1);
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confirmskill = choice;
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M_StartMessage (msg, M_VerifyNightmare, true);
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M_StartMessage (msg, M_VerifyNightmare, true);
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return;
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return;
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}
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}
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