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- fixed the secret hint system.
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parent
7dc26a3162
commit
4671161852
1 changed files with 5 additions and 4 deletions
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@ -8,6 +8,7 @@
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#include "v_draw.h"
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#include "v_draw.h"
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#include "sjson.h"
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#include "sjson.h"
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#include "savegamehelp.h"
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#include "savegamehelp.h"
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#include "mapinfo.h"
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// Unlike in GZDoom we have to maintain this list here, because we got different game frontents that all store this info differently.
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// Unlike in GZDoom we have to maintain this list here, because we got different game frontents that all store this info differently.
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// So the games will have to report the credited secrets so that this code can keep track of how to display them.
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// So the games will have to report the credited secrets so that this code can keep track of how to display them.
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@ -52,8 +53,8 @@ static void PrintSecretString(const char *string, bool thislevel)
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CCMD(secret)
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CCMD(secret)
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{
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{
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const char *mapname = argv.argc() < 2? mapfile.GetChars() : argv[1];
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const char *mapname = argv.argc() < 2? currentLevel->labelName.GetChars() : argv[1];
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bool thislevel = !stricmp(mapname, mapfile.GetChars());
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bool thislevel = !stricmp(mapname, currentLevel->labelName.GetChars());
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bool foundsome = false;
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bool foundsome = false;
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int lumpno=fileSystem.FindFile("secrets.txt");
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int lumpno=fileSystem.FindFile("secrets.txt");
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@ -77,7 +78,7 @@ CCMD(secret)
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if (!foundsome)
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if (!foundsome)
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{
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{
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FString levelname;
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FString levelname;
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if (thislevel) levelname.Format("%s - %s", mapname, maptitle.GetChars());
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if (thislevel) levelname.Format("%s - %s", mapname, currentLevel->name.GetChars());
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else levelname = mapname;
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else levelname = mapname;
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Printf(TEXTCOLOR_YELLOW "%s\n", levelname.GetChars());
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Printf(TEXTCOLOR_YELLOW "%s\n", levelname.GetChars());
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size_t llen = levelname.Len();
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size_t llen = levelname.Len();
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@ -135,7 +136,7 @@ void SECRET_Save()
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bool SECRET_Load()
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bool SECRET_Load()
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{
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{
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auto fil = ReadSavegameChunk("statistics.json");
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auto fil = ReadSavegameChunk("secrets.json");
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if (!fil.isOpen())
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if (!fil.isOpen())
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{
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{
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return false;
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return false;
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