- minor cleanup.

This commit is contained in:
Christoph Oelckers 2021-05-01 23:09:24 +02:00
parent 13b21d3ed9
commit f3eb476fbf
3 changed files with 3 additions and 5 deletions

View file

@ -753,7 +753,6 @@ void donewgame(MapRecord* map, int sk)
auto p = &ps[0]; auto p = &ps[0];
show_shareware = 26 * 34; show_shareware = 26 * 34;
//ud.nextLevel = map;
ud.player_skill = sk; ud.player_skill = sk;
ud.secretlevel = 0; ud.secretlevel = 0;
ud.from_bonus = 0; ud.from_bonus = 0;
@ -915,8 +914,6 @@ void enterlevel(MapRecord *mi, int gamemode)
S_PlayLevelMusic(mi); S_PlayLevelMusic(mi);
} }
if (isShareware() && mi->levelNumber == 0 && ud.recstat != 2) FTA(QUOTE_F1HELP, &ps[myconnectindex]);
for (int i = connecthead; i >= 0; i = connectpoint2[i]) for (int i = connecthead; i >= 0; i = connectpoint2[i])
{ {
int pn = sector[ps[i].GetActor()->s->sectnum].floorpicnum; int pn = sector[ps[i].GetActor()->s->sectnum].floorpicnum;
@ -978,6 +975,8 @@ void GameInterface::NewGame(MapRecord* map, int skill, bool)
donewgame(map, skill); donewgame(map, skill);
enterlevel(map, 0); enterlevel(map, 0);
if (isShareware() && ud.recstat != 2) FTA(QUOTE_F1HELP, &ps[myconnectindex]);
PlayerColorChanged(); PlayerColorChanged();
inputState.ClearAllInput(); inputState.ClearAllInput();
gameaction = ga_level; gameaction = ga_level;

View file

@ -143,7 +143,6 @@ struct user_defs
int m_respawn_items, m_respawn_monsters, m_respawn_inventory, m_recstat, m_monsters_off; int m_respawn_items, m_respawn_monsters, m_respawn_inventory, m_recstat, m_monsters_off;
int m_ffire, ffire, m_player_skill, multimode; int m_ffire, ffire, m_player_skill, multimode;
int player_skill, marker; int player_skill, marker;
//MapRecord* nextLevel;
DDukeActor* cameraactor; DDukeActor* cameraactor;

View file

@ -236,7 +236,7 @@ void DoBubbleMachines()
void BuildBubbleMachine(int nSprite) void BuildBubbleMachine(int nSprite)
{ {
if (nMachineCount >= kMaxMachines) { if (nMachineCount >= kMaxMachines) {
I_Error("too many bubble machines in level %d\n", currentLevel->levelNumber); I_Error("too many bubble machines in level %s\n", currentLevel->labelName.GetChars());
exit(-1); exit(-1);
} }