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- transitioning helper for screen jobs.
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parent
53cf248269
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3 changed files with 30 additions and 3 deletions
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@ -3688,7 +3688,6 @@ void PolymostProcessVoxels(void)
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g_haveVoxels = 2;
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Printf("Generating voxel models for Polymost. This may take a while...\n");
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//videoNextPage();
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for (bssize_t i = 0; i < MAXVOXELS; i++)
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{
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@ -56,11 +56,13 @@ int spawn_d(int j, int pn)
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{
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switch (sp->picnum)
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{
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case BOSS5STAYPUT:
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case BOSS2STAYPUT:
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case BOSS3STAYPUT:
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case BOSS5STAYPUT:
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hittype[i].actorstayput = sp->sectnum;
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case FIREFLY:
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case BOSS5:
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if (sp->picnum == BOSS5 || sp->picnum == BOSS5STAYPUT)
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if (sp->picnum != FIREFLY)
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{
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if (j >= 0 && sprite[j].picnum == RESPAWN)
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sp->pal = sprite[j].pal;
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@ -97,6 +97,9 @@ Things required to make savegames work:
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#include "secrets.h"
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#include "osdcmds.h"
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#include "screenjob.h"
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#include "inputstate.h"
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#include "gamestate.h"
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//#include "crc32.h"
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@ -277,6 +280,29 @@ void RunLevel(void);
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static FILE *debug_fout = NULL;
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// Transitioning helper.
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int SyncScreenJob(JobDesc *jobs, int count)
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{
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bool abort = false;
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RunScreenJob(jobs, count, [&](bool) { abort = true; });
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while (!abort)
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{
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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ControlInfo info;
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CONTROL_GetInput(&info);
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C_RunDelayedCommands();
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RunScreenJobFrame(); // This handles continuation through its completion callback.
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videoNextPage();
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}
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gamestate = GS_LEVEL;
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return 0;
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}
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void DebugWriteString(char *string)
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{
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