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- Exhumed: Change map command to start the level directly without going through the scrolling map.
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e79c6bacd3
commit
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10 changed files with 12 additions and 11 deletions
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@ -87,7 +87,7 @@ struct GameInterface
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virtual const char *CheckCheatMode() { return nullptr; }
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virtual const char* GenericCheat(int player, int cheat) = 0;
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virtual void NextLevel(MapRecord* map, int skill) {}
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virtual void NewGame(MapRecord* map, int skill) {}
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virtual void NewGame(MapRecord* map, int skill, bool special = false) {}
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virtual void LevelCompleted(MapRecord* map, int skill) {}
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virtual bool DrawAutomapPlayer(int x, int y, int z, int a, double const smoothratio) { return false; }
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virtual void SetTileProps(int tile, int surf, int vox, int shade) {}
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@ -197,7 +197,7 @@ static void GameTicker()
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C_FlushDisplay();
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gameaction = ga_level;
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BackupSaveGame = "";
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gi->NewGame(g_nextmap, g_nextskill);
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gi->NewGame(g_nextmap, g_nextskill, ga == ga_newgamenostopsound);
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break;
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case ga_startup:
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@ -249,7 +249,7 @@ void NewLevel(MapRecord *sng, int skill)
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}
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void GameInterface::NewGame(MapRecord *sng, int skill)
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void GameInterface::NewGame(MapRecord *sng, int skill, bool)
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{
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gGameOptions.uGameFlags = 0;
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cheatReset();
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@ -119,7 +119,7 @@ struct GameInterface : ::GameInterface
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void Startup() override;
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void Render() override;
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const char* GenericCheat(int player, int cheat) override;
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void NewGame(MapRecord *sng, int skill) override;
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void NewGame(MapRecord *sng, int skill, bool) override;
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void NextLevel(MapRecord* map, int skill) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(int x, int y, int z, int a, double const smoothratio) override;
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@ -54,7 +54,7 @@ struct GameInterface : public ::GameInterface
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const char* GenericCheat(int player, int cheat) override;
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const char* CheckCheatMode() override;
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void NextLevel(MapRecord* map, int skill) override;
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void NewGame(MapRecord* map, int skill) override;
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void NewGame(MapRecord* map, int skill, bool) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(int x, int y, int z, int a, double const smoothratio) override;
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int playerKeyMove() override { return 40; }
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@ -183,7 +183,7 @@ void GameInterface::NextLevel(MapRecord* map, int skill)
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//
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//---------------------------------------------------------------------------
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void GameInterface::NewGame(MapRecord* map, int skill)
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void GameInterface::NewGame(MapRecord* map, int skill, bool)
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{
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// Hmm... What about the other players?
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ps[0].last_extra = gs.max_player_health;
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@ -243,7 +243,7 @@ struct GameInterface : ::GameInterface
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void GetInput(InputPacket* packet, ControlInfo* const hidInput) override;
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void Startup() override;
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const char* GenericCheat(int player, int cheat) override;
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void NewGame(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill, bool) override;
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void LevelCompleted(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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bool DrawAutomapPlayer(int x, int y, int z, int a, double const smoothratio) override;
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@ -212,12 +212,13 @@ void GameInterface::NextLevel(MapRecord *map, int skill)
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}
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void GameInterface::NewGame(MapRecord *map, int skill)
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void GameInterface::NewGame(MapRecord *map, int skill, bool frommenu)
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{
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// start a new game on the given level
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InitNewGame();
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if (map->levelNumber == 1) STAT_StartNewGame("Exhumed", 1);
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Intermission(nullptr, map);
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if (frommenu) Intermission(nullptr, map);
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else NextLevel(map, skill);
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}
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void GameInterface::LevelCompleted(MapRecord *map, int skill)
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@ -607,7 +607,7 @@ void GameInterface::NextLevel(MapRecord *map, int skill)
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//
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//---------------------------------------------------------------------------
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void GameInterface::NewGame(MapRecord *map, int skill)
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void GameInterface::NewGame(MapRecord *map, int skill, bool)
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{
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if (skill != -1) Skill = skill;
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ShadowWarrior::NewGame = true;
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@ -2246,7 +2246,7 @@ struct GameInterface : ::GameInterface
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const char* GenericCheat(int player, int cheat) override;
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void LevelCompleted(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill, bool) override;
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bool DrawAutomapPlayer(int x, int y, int z, int a, double const smoothratio) override;
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int playerKeyMove() override { return 35; }
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void WarpToCoords(int x, int y, int z, int a, int h) override;
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