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https://github.com/ZDoom/raze-gles.git
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- defer FinishLevel handling to the main loop instead of doing it deep inside the game logic code.
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parent
9f682083c8
commit
c74a1f03e3
5 changed files with 18 additions and 92 deletions
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@ -60,6 +60,7 @@ int32_t registerosdcommands(void);
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void InitFonts();
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int htimer = 0;
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bool EndLevel = false;
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/* these are XORed in the original game executable then XORed back to normal when the game first starts. Here they are normally */
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const char *gString[] =
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@ -925,7 +926,7 @@ void CheckKeys()
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}
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else if (!strcmp(pToken, "EXIT"))
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{
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FinishLevel();
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EndLevel = true;
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}
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else if (!strcmp(pToken, "CREATURE"))
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{
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@ -1920,6 +1921,12 @@ GAMELOOP:
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{
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tclocks += 4;
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GameMove();
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if (EndLevel)
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{
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EndLevel = false;
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FinishLevel();
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break;
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}
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}
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}
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}
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@ -2730,4 +2737,9 @@ void LoadTextureState()
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}
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CCMD(ex_endlevel)
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{
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EndLevel = true;
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}
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END_PS_NS
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@ -107,58 +107,6 @@ enum basepal_t {
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BASEPALCOUNT
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};
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#pragma pack(push, 1)
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struct demo_header
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{
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uint8_t nMap;
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int16_t nWeapons;
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int16_t nCurrentWeapon;
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int16_t clip;
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int16_t items;
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int16_t nHealth;
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int16_t field_2;
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int16_t nAction;
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int16_t nSprite;
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int16_t bIsMummified;
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int16_t someNetVal;
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int16_t invincibility;
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int16_t nAir;
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int16_t nSeq;
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int16_t nMaskAmount;
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uint16_t keys;
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int16_t nMagic;
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uint8_t item[8];
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int16_t nAmmo[7]; // TODO - kMaxWeapons?
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int16_t pad[2];
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int16_t nCurrentWeapon2;
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int16_t field_3FOUR;
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int16_t bIsFiring;
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int16_t field_38;
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int16_t field_3A;
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int16_t field_3C;
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int16_t nRun;
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int16_t nLives;
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};
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struct demo_input
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{
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int32_t moveframes;
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int32_t xVel;
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int32_t yVel;
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int16_t nAngle;
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uint16_t buttons;
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int16_t nTarget;
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uint8_t horizon;
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int8_t nItem;
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int32_t h;
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uint8_t i;
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uint8_t pad[11];
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};
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#pragma pack(pop)
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void ExitGame();
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void ShutDown(void);
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void DebugOut(const char *fmt, ...);
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@ -215,6 +163,7 @@ void UpdateScreenSize();
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void HandleAsync();
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extern bool EndLevel;
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extern int32_t g_commandSetup;
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extern int32_t g_noSetup;
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@ -289,41 +289,6 @@ int menu_LoadGameMenu()
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void menu_GameLoad2(FILE *fp, bool bIsDemo)
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{
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if (bIsDemo)
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{
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demo_header header;
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fread(&header, 1, sizeof(demo_header), fp);
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GameStats.nMap = header.nMap;
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GameStats.nWeapons = header.nWeapons;
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GameStats.nCurrentWeapon = header.nCurrentWeapon;
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GameStats.clip = header.clip;
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GameStats.items = header.items;
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GameStats.player.nHealth = header.nHealth;
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GameStats.player.field_2 = header.field_2;
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GameStats.player.nAction = header.nAction;
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GameStats.player.nSprite = header.nSprite;
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GameStats.player.bIsMummified = header.bIsMummified;
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GameStats.player.someNetVal = header.someNetVal;
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GameStats.player.invincibility = header.invincibility;
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GameStats.player.nAir = header.nAir;
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GameStats.player.nSeq = header.nSeq;
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GameStats.player.nMaskAmount = header.nMaskAmount;
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GameStats.player.keys = header.keys;
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GameStats.player.nMagic = header.nMagic;
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Bmemcpy(GameStats.player.items, header.item, sizeof(header.item));
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Bmemcpy(GameStats.player.nAmmo, header.nAmmo, sizeof(header.nAmmo));
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Bmemcpy(GameStats.player.pad, header.pad, sizeof(header.pad));
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GameStats.player.nCurrentWeapon = header.nCurrentWeapon2;
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GameStats.player.field_3FOUR = header.field_3FOUR;
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GameStats.player.bIsFiring = header.bIsFiring;
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GameStats.player.field_38 = header.field_38;
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GameStats.player.field_3A = header.field_3A;
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GameStats.player.field_3C = header.field_3C;
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GameStats.player.nRun = header.nRun;
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GameStats.nLives = header.nLives;
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}
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else
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fread(&GameStats, sizeof(GameStats), 1, fp);
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nPlayerWeapons[nLocalPlayer] = GameStats.nWeapons;
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@ -1543,7 +1543,7 @@ void DoFinale()
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}
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else if (nFinaleStage == 3 && (int)totalclock >= dword_1542FC)
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{
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FinishLevel();
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EndLevel = true;
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}
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}
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else
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@ -1274,7 +1274,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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}
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else
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{
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FinishLevel();
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EndLevel = true;
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}
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return;
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@ -2708,7 +2708,7 @@ do_default_b:
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{
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if (!bInDemo)
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{
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FinishLevel();
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EndLevel = true;
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}
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else {
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//inputState.keySetState(32, 1); // Huh, what?
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