diff --git a/source/sw/src/game.cpp b/source/sw/src/game.cpp index 9105a9405..5165c72ce 100644 --- a/source/sw/src/game.cpp +++ b/source/sw/src/game.cpp @@ -188,14 +188,14 @@ void GameInterface::app_init() registerosdcommands(); engineInit(); - auto pal = fileSystem.LoadFile("3drealms.pal", 0); - if (pal.Size() >= 768) - { - for (auto& c : pal) - c <<= 2; + auto pal = fileSystem.LoadFile("3drealms.pal", 0); + if (pal.Size() >= 768) + { + for (auto& c : pal) + c <<= 2; - paletteSetColorTable(DREALMSPAL, pal.Data(), true, true); - } + paletteSetColorTable(DREALMSPAL, pal.Data(), true, true); + } InitPalette(); // sets numplayers, connecthead, connectpoint2, myconnectindex @@ -208,7 +208,7 @@ void GameInterface::app_init() "the full version. Read the Ordering Info screens for details."); } - TileFiles.LoadArtSet("tiles%03d.art"); + TileFiles.LoadArtSet("tiles%03d.art"); InitFonts(); //Connect(); @@ -229,7 +229,7 @@ void GameInterface::app_init() LoadDefinitions(); TileFiles.SetBackup(); - userConfig.AddDefs.reset(); + userConfig.AddDefs.reset(); InitFX(); } @@ -307,17 +307,17 @@ void InitLevel(MapRecord *maprec) // A few IMPORTANT GLOBAL RESETS InitLevelGlobals(); - Mus_Stop(); + Mus_Stop(); if (!maprec) { I_Error("Attempt to start game without level"); return; - } + } InitLevelGlobals2(); - if (NewGame) - { + if (NewGame) + { for (int i = 0; i < MAX_SW_PLAYERS; i++) { // don't jack with the playerreadyflag @@ -330,19 +330,19 @@ void InitLevel(MapRecord *maprec) } memset(puser, 0, sizeof(puser)); - } + } int16_t ang; if (engineLoadBoard(maprec->fileName, SW_SHAREWARE ? 1 : 0, (vec3_t*)&Player[0], &ang, &Player[0].cursectnum) == -1) - { + { I_Error("Map not found: %s", maprec->fileName.GetChars()); - } + } currentLevel = maprec; SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name); STAT_NewLevel(currentLevel->fileName); Player[0].q16ang = IntToFixed(ang); - SetupPreCache(); + SetupPreCache(); if (sector[0].extra != -1) { @@ -412,7 +412,7 @@ void InitPlayerGameSettings(void) SET(Player[pnum].Flags, PF_AUTO_AIM); else RESET(Player[pnum].Flags, PF_AUTO_AIM); - } + } } else { @@ -516,8 +516,8 @@ void TerminateLevel(void) // Free SectUser memory for (sectu = &SectUser[0]; - sectu < &SectUser[MAXSECTORS]; - sectu++) + sectu < &SectUser[MAXSECTORS]; + sectu++) { if (*sectu) { @@ -565,21 +565,21 @@ void TerminateLevel(void) void GameInterface::LevelCompleted(MapRecord *map, int skill) { - //ResetPalette(mpp); - COVER_SetReverb(0); // Reset reverb + //ResetPalette(mpp); + COVER_SetReverb(0); // Reset reverb Player[myconnectindex].Reverb = 0; - StopSound(); + StopSound(); StatScreen(FinishAnim, [=](bool) - { + { if (map == nullptr) - { + { STAT_Update(true); FinishAnim = false; PlaySong(nullptr, ThemeSongs[0], ThemeTrack[0]); if (SW_SHAREWARE) gameaction = ga_creditsmenu; else gameaction = ga_mainmenu; - } + } else gameaction = ga_nextlevel; }); @@ -621,13 +621,13 @@ void GameInterface::NewGame(MapRecord *map, int skill) void GameInterface::Ticker(void) { if (SavegameLoaded) - { + { InitLevelGlobals(); SavegameLoaded = false; - // contains what is needed from calls below - if (snd_ambience) - StartAmbientSound(); - } + // contains what is needed from calls below + if (snd_ambience) + StartAmbientSound(); + } int i; TRAVERSE_CONNECT(i) @@ -635,7 +635,7 @@ void GameInterface::Ticker(void) auto pp = Player + i; pp->lastinput = pp->input; pp->input = playercmds[i].ucmd; - } + } domovethings(); r_NoInterpolate = paused; @@ -649,14 +649,14 @@ void GameInterface::Ticker(void) void GameInterface::Render() { - if (paused) - { + if (paused) + { smoothratio = MaxSmoothRatio; - } - else - { + } + else + { smoothratio = I_GetTimeFrac() * MaxSmoothRatio; - } + } drawtime.Reset(); drawtime.Clock(); diff --git a/source/sw/src/save.cpp b/source/sw/src/save.cpp index 3438afb0a..966e88595 100644 --- a/source/sw/src/save.cpp +++ b/source/sw/src/save.cpp @@ -1025,8 +1025,8 @@ bool GameInterface::LoadGame(FSaveGameNode* sv) } #endif - SetupPreCache(); - DoTheCache(); + SetupPreCache(); + DoTheCache(); // this is ok - just duplicating sector list with pointers for (sop = SectorObject; sop < &SectorObject[SIZ(SectorObject)]; sop++)