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Fix the display of the multiplayer results screen.
git-svn-id: https://svn.eduke32.com/eduke32@4251 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 84 additions and 78 deletions
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@ -12482,68 +12482,9 @@ ENDANM:
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}
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}
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void G_BonusScreen(int32_t bonusonly)
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static void G_DisplayMPResultsScreen(void)
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{
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int32_t gfx_offset;
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int32_t i, y;
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int32_t bonuscnt;
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int32_t clockpad = 2;
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char *lastmapname;
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int32_t playerbest = -1;
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if (g_networkMode == NET_DEDICATED_SERVER)
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return;
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Bsprintf(tempbuf, "%s - " APPNAME, g_gameNamePtr);
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wm_setapptitle(tempbuf);
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if (ud.volume_number == 0 && ud.last_level == 8 && boardfilename[0])
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{
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lastmapname = Bstrrchr(boardfilename,'\\');
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if (!lastmapname) lastmapname = Bstrrchr(boardfilename,'/');
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if (!lastmapname) lastmapname = boardfilename;
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}
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else
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{
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lastmapname = MapInfo[(ud.volume_number*MAXLEVELS)+ud.last_level-1].name;
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if (!lastmapname) // this isn't right but it's better than no name at all
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lastmapname = MapInfo[(ud.m_volume_number*MAXLEVELS)+ud.last_level-1].name;
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}
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fadepal(0,0,0, 0,63,7);
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setview(0,0,xdim-1,ydim-1);
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clearallviews(0L);
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nextpage();
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flushperms();
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FX_StopAllSounds();
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S_ClearSoundLocks();
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FX_SetReverb(0L);
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CONTROL_BindsEnabled = 1; // so you can use your screenshot bind on the score screens
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if (bonusonly)
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goto FRAGBONUS;
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G_BonusCutscenes();
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FRAGBONUS:
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2+1); // JBF 20040308
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G_FadePalette(0,0,0,63); // JBF 20031228
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KB_FlushKeyboardQueue();
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totalclock = 0;
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bonuscnt = 0;
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S_StopMusic();
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FX_StopAllSounds();
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S_ClearSoundLocks();
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if (playerswhenstarted > 1 && (GametypeFlags[ud.coop]&GAMETYPE_SCORESHEET))
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{
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int32_t t;
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if (!(ud.config.MusicToggle == 0 || ud.config.MusicDevice < 0))
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S_PlaySound(BONUSMUSIC);
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int32_t i, y, t = 0;
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rotatesprite_fs(0,0,65536L,0,MENUSCREEN,16,0,2+8+16+64+(ud.bgstretch?1024:0));
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rotatesprite_fs(160<<16,34<<16,65536L,0,INGAMEDUKETHREEDEE,0,0,10);
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@ -12554,7 +12495,6 @@ FRAGBONUS:
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gametext(160,165,"Press any key or button to continue",quotepulseshade,2+8+16);
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t = 0;
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minitext(23,80," Name Kills",8,2+8+16+128);
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for (i=0; i<playerswhenstarted; i++)
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{
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@ -12606,24 +12546,90 @@ FRAGBONUS:
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}
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minitext(45,96+(8*7),"Deaths",8,2+8+16+128);
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}
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void G_BonusScreen(int32_t bonusonly)
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{
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int32_t gfx_offset;
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int32_t bonuscnt;
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int32_t clockpad = 2;
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char *lastmapname;
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int32_t playerbest = -1;
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if (g_networkMode == NET_DEDICATED_SERVER)
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return;
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Bsprintf(tempbuf, "%s - " APPNAME, g_gameNamePtr);
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wm_setapptitle(tempbuf);
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if (ud.volume_number == 0 && ud.last_level == 8 && boardfilename[0])
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{
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lastmapname = Bstrrchr(boardfilename,'\\');
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if (!lastmapname) lastmapname = Bstrrchr(boardfilename,'/');
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if (!lastmapname) lastmapname = boardfilename;
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}
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else
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{
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lastmapname = MapInfo[(ud.volume_number*MAXLEVELS)+ud.last_level-1].name;
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if (!lastmapname) // this isn't right but it's better than no name at all
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lastmapname = MapInfo[(ud.m_volume_number*MAXLEVELS)+ud.last_level-1].name;
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}
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fadepal(0,0,0, 0,63,7);
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setview(0,0,xdim-1,ydim-1);
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clearallviews(0L);
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nextpage();
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flushperms();
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FX_StopAllSounds();
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S_ClearSoundLocks();
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FX_SetReverb(0L);
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CONTROL_BindsEnabled = 1; // so you can use your screenshot bind on the score screens
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if (!bonusonly)
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G_BonusCutscenes();
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2+1); // JBF 20040308
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G_FadePalette(0,0,0,63); // JBF 20031228
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KB_FlushKeyboardQueue();
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totalclock = 0;
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bonuscnt = 0;
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S_StopMusic();
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FX_StopAllSounds();
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S_ClearSoundLocks();
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if (playerswhenstarted > 1 && (GametypeFlags[ud.coop]&GAMETYPE_SCORESHEET))
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{
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clearallviews(0);
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G_DisplayMPResultsScreen();
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if (!(ud.config.MusicToggle == 0 || ud.config.MusicDevice < 0))
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S_PlaySound(BONUSMUSIC);
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nextpage();
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I_ClearAllInput();
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fadepal(0,0,0, 63,0,-7);
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totalclock = 0;
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while (totalclock < TICRATE*10)
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{
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G_HandleAsync();
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MUSIC_Update();
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clearallviews(0);
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G_DisplayMPResultsScreen();
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nextpage();
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fadepal(0,0,0, 63,0,-7);
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if (I_CheckAllInput())
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{
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I_ClearAllInput();
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{
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int32_t tc = totalclock;
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while (I_CheckAllInput()==0)
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{
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// continue after 10 seconds...
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if (totalclock > tc + (120*10)) break;
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G_HandleAsync();
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break;
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}
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}
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if (bonusonly || (g_netServer || ud.multimode > 1)) return;
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fadepal(0,0,0, 0,63,7);
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}
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