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- make autosaving happen immediately for other games than Blood only.
Blood does not like it, but for the others it should be ok.
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11ba136df1
5 changed files with 3 additions and 6 deletions
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@ -205,6 +205,7 @@ static void GameTicker()
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gameaction = ga_level;
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gi->NextLevel(g_nextmap, g_nextskill);
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ResetStatusBar();
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if (!isBlood()) M_Autosave();
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break;
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case ga_newgame:
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@ -105,7 +105,6 @@ void GameInterface::Ticker()
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r_NoInterpolate = false;
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PlayClock+= 4; // This must be at the end of this block so that the first tic receives a value of 0!
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if (PlayClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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}
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else r_NoInterpolate = true;
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@ -334,7 +334,6 @@ void GameInterface::Ticker()
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GameMove();
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PlayClock += 4;
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if (PlayClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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r_NoInterpolate = false;
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}
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else
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@ -515,7 +514,7 @@ void EraseScreen(int nVal)
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bool GameInterface::CanSave()
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{
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return gamestate == GS_LEVEL && !bRecord && !bPlayback && !bInDemo && nTotalPlayers == 1 && nFreeze == 0;
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return !bRecord && !bPlayback && !bInDemo && nTotalPlayers == 1 && nFreeze == 0;
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}
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::GameStats GameInterface::getStats()
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@ -86,7 +86,7 @@ void GameInterface::MenuSound(EMenuSounds snd)
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bool GameInterface::CanSave()
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{
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return (gamestate == GS_LEVEL && !CommEnabled && numplayers ==1 && /*!DemoMode &&*/ !(Player[myconnectindex].Flags & PF_DEAD));
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return (!CommEnabled && numplayers ==1 && /*!DemoMode &&*/ !(Player[myconnectindex].Flags & PF_DEAD));
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}
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//---------------------------------------------------------------------------
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@ -6892,8 +6892,6 @@ void domovethings(void)
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return;
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}
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if (PlayClock == synctics) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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thinktime.Reset();
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thinktime.Clock();
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