- fixed the secret hint system.

This commit is contained in:
Christoph Oelckers 2020-02-17 23:07:29 +01:00
parent 7dc26a3162
commit 4671161852

View file

@ -8,6 +8,7 @@
#include "v_draw.h"
#include "sjson.h"
#include "savegamehelp.h"
#include "mapinfo.h"
// Unlike in GZDoom we have to maintain this list here, because we got different game frontents that all store this info differently.
// So the games will have to report the credited secrets so that this code can keep track of how to display them.
@ -52,8 +53,8 @@ static void PrintSecretString(const char *string, bool thislevel)
CCMD(secret)
{
const char *mapname = argv.argc() < 2? mapfile.GetChars() : argv[1];
bool thislevel = !stricmp(mapname, mapfile.GetChars());
const char *mapname = argv.argc() < 2? currentLevel->labelName.GetChars() : argv[1];
bool thislevel = !stricmp(mapname, currentLevel->labelName.GetChars());
bool foundsome = false;
int lumpno=fileSystem.FindFile("secrets.txt");
@ -77,7 +78,7 @@ CCMD(secret)
if (!foundsome)
{
FString levelname;
if (thislevel) levelname.Format("%s - %s", mapname, maptitle.GetChars());
if (thislevel) levelname.Format("%s - %s", mapname, currentLevel->name.GetChars());
else levelname = mapname;
Printf(TEXTCOLOR_YELLOW "%s\n", levelname.GetChars());
size_t llen = levelname.Len();
@ -135,7 +136,7 @@ void SECRET_Save()
bool SECRET_Load()
{
auto fil = ReadSavegameChunk("statistics.json");
auto fil = ReadSavegameChunk("secrets.json");
if (!fil.isOpen())
{
return false;