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- fixed skill selection in Duke.
Screw these old shadowing menu variables. Well, the one for skill is gone now. Fixes #344
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parent
9af093b818
commit
fa50cde93f
5 changed files with 15 additions and 31 deletions
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@ -363,17 +363,7 @@ CVAR(Bool, am_nameontop, false, CVAR_ARCHIVE)
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CVAR(Int, m_coop, 0, CVAR_NOSET)
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#if 0
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/*
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//CVAR(Int, skill, 2, CVAR_ARCHIVE)
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// Currently unavailable due to dependency on an obsolete OpenGL feature
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{ "deliriumblur", "enable/disable delirium blur effect(polymost)", (void *)&gDeliriumBlur, CVAR_BOOL, 0, 1 },
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// This requires a different approach, because it got used like a CCMD, not a CVAR.
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{ "skill","changes the game skill setting", (void *)&ud.m_player_skill, CVAR_INT|CVAR_FUNCPTR|CVAR_NOSAVE/*|CVAR_NOMULTI*/, 0, 5 },
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#endif
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//{ "deliriumblur", "enable/disable delirium blur effect(polymost)", (void *)&gDeliriumBlur, CVAR_BOOL, 0, 1 },
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@ -55,13 +55,7 @@ int registerosdcommands(void);
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static void checkcommandline()
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{
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auto val = Args->CheckValue("-skill");
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if (!val) val = Args->CheckValue("-s");
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if (val)
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{
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ud.m_player_skill = ud.player_skill = clamp((int)strtol(val, nullptr, 0), 0, 5);
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if (ud.m_player_skill == 4) ud.m_respawn_monsters = ud.respawn_monsters = 1;
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}
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#if 0
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val = Args->CheckValue("-respawn");
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if (!val) val = Args->CheckValue("-t");
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if (val)
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@ -77,6 +71,7 @@ static void checkcommandline()
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}
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Printf("Respawn on.\n");
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}
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#endif
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}
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//---------------------------------------------------------------------------
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@ -281,7 +276,7 @@ void GameInterface::app_init()
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ud.m_respawn_monsters = 0;
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ud.m_respawn_inventory = 0;
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ud.cashman = 0;
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ud.m_player_skill = ud.player_skill = 2;
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ud.player_skill = 2;
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ud.wchoice[0][0] = 3;
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ud.wchoice[0][1] = 4;
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ud.wchoice[0][2] = 5;
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@ -343,7 +338,7 @@ void GameInterface::app_init()
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if (ud.multimode > 1)
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{
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ud.m_monsters_off = 1;
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ud.m_player_skill = 0;
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//ud.player_skill = 0;
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}
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ud.last_level = -1;
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@ -121,7 +121,7 @@ void GameInterface::Startup()
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userConfig.CommandMap = "";
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if (maprecord)
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{
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ud.m_respawn_monsters = ud.m_player_skill == 4;
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ud.m_respawn_monsters = ud.player_skill == 4;
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for (int i = 0; i != -1; i = connectpoint2[i])
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{
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@ -164,7 +164,7 @@ void GameInterface::Render()
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void GameInterface::NextLevel(MapRecord* map, int skill)
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{
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if (skill != -1) ud.m_player_skill = skill + 1;
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if (skill != -1) ud.player_skill = skill + 1;
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int res = enterlevel(map, 0);
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if (res) gameaction = ga_startup;
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}
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@ -243,9 +243,9 @@ void resetplayerstats(int snum)
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if (numplayers < 2)
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{
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ufospawn = isRRRA()? 3 : std::min(ud.m_player_skill*4+1, 32);
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ufospawn = isRRRA()? 3 : std::min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.m_player_skill + 1;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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@ -363,9 +363,9 @@ void resetinventory(int snum)
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if (numplayers < 2)
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{
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ufospawn = std::min(ud.m_player_skill*4+1, 32);
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ufospawn = std::min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.m_player_skill + 1;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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@ -483,9 +483,9 @@ void resetprestat(int snum,int g)
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if (numplayers < 2)
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{
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ufospawn = std::min(ud.m_player_skill*4+1, 32);
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ufospawn = std::min(ud.player_skill*4+1, 32);
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ufocnt = 0;
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hulkspawn = ud.m_player_skill + 1;
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hulkspawn = ud.player_skill + 1;
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}
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else
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{
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@ -1006,7 +1006,7 @@ int enterlevel(MapRecord *mi, int gamemode)
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void startnewgame(MapRecord* map, int skill)
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{
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ud.m_player_skill = skill;
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ud.player_skill = skill;
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ud.m_respawn_monsters = (skill == 4);
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ud.m_monsters_off = ud.monsters_off = 0;
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ud.m_respawn_items = 0;
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@ -488,7 +488,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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screenpeek = myconnectindex;
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ud.recstat = 0;
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ud.m_player_skill = ud.player_skill;
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ud.m_respawn_monsters = ud.respawn_monsters;
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ud.m_respawn_items = ud.respawn_items;
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ud.m_respawn_inventory = ud.respawn_inventory;
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