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https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
- newgame is clean now.
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parent
63eaec916b
commit
ecddd8687c
6 changed files with 94 additions and 72 deletions
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@ -54,7 +54,7 @@ static void dowarp(MapRecord *map)
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if (ps[myconnectindex].gm & MODE_GAME)
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{
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G_NewGame(map, ud.m_player_skill);
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newgame(map, ud.m_player_skill);
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ps[myconnectindex].gm = MODE_RESTART;
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}
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else G_NewGame_EnterLevel(map, ud.m_player_skill);
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@ -3,6 +3,8 @@
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#include "screenjob.h"
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#include "constants.h"
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struct MapRecord;
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BEGIN_DUKE_NS
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// dumping ground for all external function prototypes to keep them out of the important headers.
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@ -221,5 +223,7 @@ void prelevel_r(int g);
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void e4intro(CompletionFunc completion);
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void clearfrags(void);
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int exitlevel();
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int enterlevel(MapRecord* mi, int gm);
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void newgame(MapRecord* mi, int sk);
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END_DUKE_NS
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@ -90,7 +90,7 @@ static inline int32_t calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk
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static inline void G_NewGame_EnterLevel(MapRecord *map, int skill)
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{
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G_NewGame(map, skill);
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newgame(map, skill);
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if (enterlevel(map, MODE_GAME))
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G_BackToMenu();
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@ -768,6 +768,94 @@ void resettimevars(void)
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//
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//---------------------------------------------------------------------------
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void newgame(MapRecord* map, int sk)
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{
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auto p = &ps[0];
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handleevents();
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ready2send = 0;
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#if 0
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if (ud.m_recstat != 2 && ud.last_level >= 0 && ud.multimode > 1 && ud.coop != 1)
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dobonus(1);
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if (isRR() && !isRRRA() && map->levelNumber == levelnum(0, 6))
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dobonus(0);
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#endif
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show_shareware = 26 * 34;
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ud.nextLevel = map;
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ud.player_skill = sk;
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ud.secretlevel = 0;
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ud.from_bonus = 0;
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ud.last_level = -1;
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if (!isRR() && map->levelNumber == levelnum(3, 0) && (ud.multimode < 2))
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{
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e4intro([](bool) {});
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}
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p->zoom = 768;
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p->gm = 0;
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M_ClearMenus();
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ResetGameVars();
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if (m_coop != 1)
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{
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if (isWW2GI())
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{
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for (int i = 0; i < 12/*MAX_WEAPONS*/; i++) // aboive 12 have no data defined and would crash.
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{
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if (aplWeaponWorksLike[i][0] == PISTOL_WEAPON)
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{
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p->curr_weapon = i;
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p->gotweapon.Set(i);
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p->ammo_amount[i] = 48;
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}
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else if (aplWeaponWorksLike[i][0] == KNEE_WEAPON || aplWeaponWorksLike[i][0] == HANDREMOTE_WEAPON)
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{
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p->gotweapon.Set(i);
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}
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}
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}
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else
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{
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p->curr_weapon = PISTOL_WEAPON;
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p->gotweapon.Set(PISTOL_WEAPON);
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p->gotweapon.Set(KNEE_WEAPON);
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p->ammo_amount[PISTOL_WEAPON] = 48;
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p->gotweapon.Set(HANDREMOTE_WEAPON);
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p->last_weapon = -1;
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}
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p->last_weapon = -1;
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}
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display_mirror = 0;
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if (ud.multimode > 1)
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{
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if (numplayers < 2)
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{
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connecthead = 0;
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for (int i = 0; i < MAXPLAYERS; i++) connectpoint2[i] = i + 1;
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connectpoint2[ud.multimode - 1] = -1;
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}
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}
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else
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{
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connecthead = 0;
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connectpoint2[0] = -1;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static int LoadTheMap(MapRecord *mi, struct player_struct *p, int gamemode)
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{
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int16_t lbang;
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@ -29,8 +29,6 @@ BEGIN_DUKE_NS
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extern int16_t ambientlotag[64];
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extern int16_t ambienthitag[64];
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int enterlevel(MapRecord *mi, int gameMode);
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void G_NewGame(MapRecord *mi, int skillNum);
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void P_ResetPlayer(int pn);
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void G_ResetInterpolations(void);
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void G_InitRRRASkies(void);
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@ -63,74 +63,6 @@ void G_InitRRRASkies(void)
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}
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}
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void G_NewGame(MapRecord *map, int skillNum)
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{
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struct player_struct *const pPlayer = g_player[0].ps;
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handleevents();
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ready2send = 0;
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#if 0
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if (m_recstat != 2 && ud.last_level >= 0 &&
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(g_netServer || ud.multimode > 1) && (ud.coop&GAMETYPE_SCORESHEET))
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{
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dobonus(1);
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}
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if (isRR() && !isRRRA() && map->levelNumber == levelnum(0, 6))
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dobonus(0);
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#endif
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show_shareware = REALGAMETICSPERSEC*30;
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ud.nextLevel = map;
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ud.player_skill = skillNum;
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ud.secretlevel = 0;
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ud.from_bonus = 0;
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ud.last_level = -1;
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int const UserMap = false;// Menu_HaveUserMap();
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// we don't want the intro to play after the multiplayer setup screen.
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if (!isRR() && (!g_netServer && ud.multimode < 2) && UserMap == 0 && map->levelNumber == levelnum(3, 0))
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{
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e4intro([](bool) {});
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}
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pPlayer->zoom = 768;
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pPlayer->gm = 0;
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M_ClearMenus();
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ResetGameVars();
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//AddLog("Newgame");
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if (m_coop != 1)
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{
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for (int weaponNum = 0; weaponNum < 12/*MAX_WEAPONS*/; weaponNum++)
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{
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auto const worksLike = isWW2GI() ? PWEAPON(0, weaponNum, WorksLike) : weaponNum;
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if (worksLike == PISTOL_WEAPON)
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{
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pPlayer->curr_weapon = weaponNum;
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pPlayer->gotweapon.Set(weaponNum);
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pPlayer->ammo_amount[weaponNum] = min<int16_t>(max_ammo_amount[weaponNum], 48);
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}
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else if (worksLike == KNEE_WEAPON || (!isRR() && worksLike == HANDREMOTE_WEAPON) || (isRRRA() && worksLike == SLINGBLADE_WEAPON))
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{
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pPlayer->gotweapon.Set(weaponNum);
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if (isRRRA())
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pPlayer->ammo_amount[KNEE_WEAPON] = 1;
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}
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}
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pPlayer->last_weapon = -1;
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}
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display_mirror = 0;
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}
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void resetpspritevars(int gameMode);
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void clearfrags(void)
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