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- added a C_ClearMessages function for the console and fixed game restart after death.
Fixes #322
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1eb99f69c2
commit
2e8b808683
5 changed files with 13 additions and 5 deletions
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@ -47,6 +47,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "messages.h"
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#include "messages.h"
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#include "nnexts.h"
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#include "nnexts.h"
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#include "gstrings.h"
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#include "gstrings.h"
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#include "gamestate.h"
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BEGIN_BLD_NS
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BEGIN_BLD_NS
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@ -1369,7 +1370,7 @@ void ProcessInput(PLAYER *pPlayer)
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playerReset(pPlayer);
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playerReset(pPlayer);
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if (gGameOptions.nGameType == 0 && numplayers == 1)
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if (gGameOptions.nGameType == 0 && numplayers == 1)
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{
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{
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DeferedStartGame(currentLevel, -1);
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gameaction = ga_autoloadgame;
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}
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}
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else
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else
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playerStart(pPlayer->nPlayer);
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playerStart(pPlayer->nPlayer);
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@ -57,6 +57,7 @@ extern constate_e ConsoleState;
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void C_InitConsole (int width, int height, bool ingame);
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void C_InitConsole (int width, int height, bool ingame);
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void C_DeinitConsole ();
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void C_DeinitConsole ();
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void C_InitConback();
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void C_InitConback();
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void C_ClearMessages();
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// Adjust the console for a new screen mode
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// Adjust the console for a new screen mode
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void C_NewModeAdjust (void);
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void C_NewModeAdjust (void);
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@ -935,6 +935,11 @@ int PrintString (int iprintlevel, const char *outline)
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return 0; // Don't waste time on calculating this if nothing at all was printed...
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return 0; // Don't waste time on calculating this if nothing at all was printed...
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}
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}
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void C_ClearMessages()
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{
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NotifyStrings.Clear();
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}
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int VPrintf (int printlevel, const char *format, va_list parms)
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int VPrintf (int printlevel, const char *format, va_list parms)
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{
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{
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FString outline;
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FString outline;
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@ -136,12 +136,11 @@ static void GameTicker()
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case ga_autoloadgame:
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case ga_autoloadgame:
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// todo: for now just handle the restart case
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// todo: for now just handle the restart case
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g_nextmap = currentLevel;
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g_nextmap = currentLevel;
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g_nextskill = -1;
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FX_StopAllSounds();
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FX_StopAllSounds();
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FX_SetReverb(0);
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FX_SetReverb(0);
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gi->FreeLevelData();
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gi->FreeLevelData();
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gamestate = GS_LEVEL;
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C_ClearMessages();
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gi->NextLevel(g_nextmap, -1);
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gi->NewGame(g_nextmap, -1);
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break;
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break;
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case ga_completed:
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case ga_completed:
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@ -168,6 +167,7 @@ static void GameTicker()
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FX_StopAllSounds();
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FX_StopAllSounds();
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FX_SetReverb(0);
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FX_SetReverb(0);
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gi->FreeLevelData();
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gi->FreeLevelData();
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C_ClearMessages();
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gamestate = GS_LEVEL;
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gamestate = GS_LEVEL;
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gi->NewGame(g_nextmap, g_nextskill);
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gi->NewGame(g_nextmap, g_nextskill);
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break;
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break;
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@ -54,6 +54,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "menu.h"
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#include "menu.h"
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#include "gstrings.h"
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#include "gstrings.h"
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#include "raze_music.h"
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#include "raze_music.h"
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#include "gamestate.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -6661,7 +6662,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
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}
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}
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else
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else
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{
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{
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DeferedStartGame(currentLevel, -1);
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gameaction = ga_autoloadgame;
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}
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}
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DoPlayerFireOutDeath(pp);
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DoPlayerFireOutDeath(pp);
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