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- added the needed parts to start the game from the menu.
Levels render, but gameplay has not been hooked up yet.
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3 changed files with 26 additions and 3 deletions
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@ -223,6 +223,7 @@ void GameInterface::app_init()
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readpalettetable();
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TileFiles.SetBackup();
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InitFonts();
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connectpoint2[0] = -1;
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if(isWh2()) {
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tileDelete(FLOORMIRROR);
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@ -245,6 +246,19 @@ void GameInterface::app_init()
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//sndInit();
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//initpaletteshifts();
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InitOriginalEpisodes();
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psky_t* pSky = tileSetupSky(0);
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pSky->tileofs[0] = 0;
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pSky->tileofs[1] = 0;
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pSky->tileofs[2] = 0;
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pSky->tileofs[3] = 0;
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pSky->yoffs = 256;
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pSky->lognumtiles = 2;
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pSky->horizfrac = 65536;
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pSky->yscale = 65536;
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parallaxtype = 2;
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g_visibility = 2048;
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}
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void GameInterface::Startup()
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@ -402,6 +416,14 @@ void GameInterface::NewGame(MapRecord* map, int skill)
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STAT_NewLevel(currentLevel->labelName);
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}
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bool GameInterface::StartGame(FNewGameStartup& gs)
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{
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auto map = FindMapByLevelNum(1);
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DeferedStartGame(map, gs.Skill);
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return true;
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}
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void GameInterface::MenuSound(EMenuSounds snd)
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{
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@ -41,7 +41,8 @@ void drawscreen(int num, int dasmoothratio) {
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choriz = iHoriz;
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cang = inAngle;
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}
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choriz -= 100; // make it 0-based like the rest of the engine expects.
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// wango
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if ((gotpic[FLOORMIRROR >> 3] & (1 << (FLOORMIRROR & 7))) != 0) {
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int dist = 0x7fffffff;
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@ -59,7 +60,7 @@ void drawscreen(int num, int dasmoothratio) {
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// Todo: render this with 30% light only.
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inpreparemirror = true;
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renderSetRollAngle(1024);
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renderDrawRoomsQ16(cposx, cposy, cposz, FloatToFixed(cang), FloatToFixed(201 - choriz), floormirrorsector[i]);
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renderDrawRoomsQ16(cposx, cposy, cposz, FloatToFixed(cang), FloatToFixed(101 - choriz), floormirrorsector[i]);
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analyzesprites(plr, dasmoothratio);
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renderDrawMasks();
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renderSetRollAngle(0);
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@ -527,7 +527,7 @@ struct GameInterface : public ::GameInterface
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//void MenuOpened() override;
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void MenuSound(EMenuSounds snd) override;
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bool CanSave() override;
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//bool StartGame(FNewGameStartup& gs) override;
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bool StartGame(FNewGameStartup& gs) override;
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//FSavegameInfo GetSaveSig() override;
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void SerializeGameState(FSerializer& arc) override;
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//void QuitToTitle() override;
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