mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- got rid of m_level_number and m_volume_number.
These were only needed so that G_NewGame_EnterLevel could be called without parameters. Ouch!
This commit is contained in:
parent
7f3c0ef16c
commit
dd45749650
18 changed files with 30 additions and 75 deletions
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@ -107,10 +107,8 @@ EXTERN_CVAR(String, usermapfolder)
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EXTERN_CVAR(Int, m_recstat)
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EXTERN_CVAR(Int, m_coop)
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EXTERN_CVAR(Int, m_marker)
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EXTERN_CVAR(Int, m_level_number)
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EXTERN_CVAR(Int, m_ffire)
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EXTERN_CVAR(Int, m_noexits)
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EXTERN_CVAR(Int, m_levelnumber)
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EXTERN_CVAR(Int, playercolor)
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EXTERN_CVAR(Int, playerteam)
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@ -37,6 +37,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "palette.h"
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#include "cmdlib.h"
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EXTERN_CVAR(Int, m_level_number)
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BEGIN_EDUKE_NS
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#ifndef ONLY_USERDEFS
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@ -2141,7 +2141,6 @@ static void rrra_specialstats()
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ud.level_number++;
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if (ud.level_number > 6)
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ud.level_number = 0;
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ud.m_level_number = ud.level_number;
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}
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}
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@ -52,14 +52,12 @@ static void dowarp(int volume, int level)
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ud.multimode = 1;
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ud.m_volume_number = volume;
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m_level_number = level;
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if (ps[myconnectindex].gm & MODE_GAME)
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{
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G_NewGame(ud.m_volume_number, m_level_number, ud.m_player_skill);
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G_NewGame(volume, level, ud.m_player_skill);
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ps[myconnectindex].gm = MODE_RESTART;
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}
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else G_NewGame_EnterLevel();
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else G_NewGame_EnterLevel(volume, level, ud.m_player_skill);
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}
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static int ccmd_levelwarp(CCmdFuncPtr parm)
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@ -183,8 +183,6 @@ static bool cheatLevel(cheatseq_t *s)
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{
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FX_StopAllSounds();
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FX_SetReverb(0);
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ud.m_volume_number = ud.volume_number = volnume;
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ud.m_level_number = ud.level_number = levnume;
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ps[myconnectindex].gm |= MODE_RESTART;
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}
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return true;
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@ -312,14 +312,12 @@ void GameInterface::StartGame(FNewGameStartup& gs)
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}
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}
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ud.m_respawn_monsters = (gs.Skill == 3);
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ud.m_volume_number = gs.Episode;
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m_level_number = gs.Level;
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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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ud.m_respawn_inventory = 0;
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ud.multimode = 1;
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G_NewGame_EnterLevel();
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G_NewGame_EnterLevel(gs.Episode, gs.Level, ud.m_player_skill);
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}
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@ -49,14 +49,15 @@ extern char boardfilename[BMAX_PATH];
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#define USERMAPMUSICFAKELEVEL (MAXLEVELS-1)
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#define USERMAPMUSICFAKESLOT ((USERMAPMUSICFAKEVOLUME * MAXLEVELS) + USERMAPMUSICFAKELEVEL)
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// Need to do this differently, set to false to allow transitioning away from the current mess.
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static inline int G_HaveUserMap(void)
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{
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return (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0);
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return false; // (boardfilename[0] != 0 && ud.level_number == 7 && ud.volume_number == 0);
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}
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static inline int Menu_HaveUserMap(void)
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{
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return (boardfilename[0] != 0 && m_level_number == 7 && ud.m_volume_number == 0);
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return false;// (boardfilename[0] != 0 && m_level_number == 7 && ud.m_volume_number == 0);
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}
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extern int32_t g_Shareware;
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@ -101,9 +102,9 @@ static inline int32_t calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk
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}
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static inline void G_NewGame_EnterLevel(void)
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static inline void G_NewGame_EnterLevel(int volume, int level, int skill)
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{
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G_NewGame(ud.m_volume_number, m_level_number, ud.m_player_skill);
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G_NewGame(volume, level, skill);
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if (G_EnterLevel(MODE_GAME))
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G_BackToMenu();
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@ -374,7 +374,7 @@ void displayrest(int smoothratio)
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i = pp->cursectnum;
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show2dsector.Set(i);
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if (i >= 0) show2dsector.Set(i);
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wal = &wall[sector[i].wallptr];
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for (j = sector[i].wallnum; j > 0; j--, wal++)
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{
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@ -830,8 +830,8 @@ void dobonus(int bonusonly)
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if (RRRA_EndEpisode)
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{
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RRRA_EndEpisode = 0;
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ud.m_volume_number = ud.volume_number = 1;
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m_level_number = ud.level_number = 0;
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ud.volume_number = 1;
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ud.level_number = 0;
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ud.eog = 0;
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}
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}
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@ -539,7 +539,6 @@ int parse(void)
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ud.level_number++;
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if (ud.level_number > 6)
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ud.level_number = 0;
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ud.m_level_number = ud.level_number;
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}
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break;
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case concmd_mamaend:
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@ -598,14 +598,12 @@ int endoflevel(int snum)
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{
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ud.from_bonus = ud.level_number + 1;
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if (ud.secretlevel > 0 && ud.secretlevel < (isRR() ? 9 : 12)) ud.level_number = ud.secretlevel - 1;
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ud.m_level_number = ud.level_number;
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}
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else
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{
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if (ud.from_bonus)
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{
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ud.level_number = ud.from_bonus;
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ud.m_level_number = ud.level_number;
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ud.from_bonus = 0;
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}
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else
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@ -615,7 +613,6 @@ int endoflevel(int snum)
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else ud.level_number++;
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if (ud.level_number > (isRR() ? 6 : 10)) ud.level_number = 0;
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ud.m_level_number = ud.level_number;
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}
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}
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@ -653,13 +650,11 @@ int timedexit(int snum)
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if (ud.from_bonus && !isRR())
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{
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ud.level_number = ud.from_bonus;
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ud.m_level_number = ud.level_number;
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ud.from_bonus = 0;
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}
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else
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{
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ud.level_number++;
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ud.m_level_number = ud.level_number;
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}
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return true;
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}
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@ -501,7 +501,7 @@ void displayrooms(int snum, int smoothratio)
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setgamepalette(BASEPAL);
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animatecamsprite(smoothratio);
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// The camera texture must be rendered with the base palette, so this is the only place where the current global can be set.
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// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
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// The setting here will be carried over to the rendering of the weapon sprites, but other 2D content will always default to the main palette.
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setgamepalette(p->palette);
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if (ud.camerasprite >= 0)
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@ -481,14 +481,12 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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if (ud.from_bonus)
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{
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ud.level_number = ud.from_bonus;
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ud.m_level_number = ud.level_number;
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ud.from_bonus = 0;
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}
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else
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{
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// fixme: This needs to be taken from the level definitions.
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ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
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ud.m_level_number = ud.level_number;
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}
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return 1;
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}
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@ -1514,7 +1512,6 @@ void checksectors_d(int snum)
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if (ud.from_bonus)
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{
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ud.level_number = ud.from_bonus;
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ud.m_level_number = ud.level_number;
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ud.from_bonus = 0;
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}
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else
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@ -1522,7 +1519,6 @@ void checksectors_d(int snum)
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ud.level_number++;
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if ((ud.volume_number && ud.level_number > 10) || ud.level_number > 5)
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ud.level_number = 0;
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ud.m_level_number = ud.level_number;
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}
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return;
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case -2:
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@ -679,7 +679,6 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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if (ud.from_bonus)
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{
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ud.level_number = ud.from_bonus;
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ud.m_level_number = ud.level_number;
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ud.from_bonus = 0;
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}
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else
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@ -688,7 +687,6 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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if (isRRRA() && ud.level_number == 6 && ud.volume_number == 0)
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RRRA_EndEpisode = 1; // hack to force advancing to episode 2.
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ud.level_number = (++ud.level_number < MAXLEVELS) ? ud.level_number : 0;
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ud.m_level_number = ud.level_number;
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}
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}
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@ -2474,7 +2472,6 @@ void checksectors_r(int snum)
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if (ud.from_bonus)
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{
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ud.level_number = ud.from_bonus;
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ud.m_level_number = ud.level_number;
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ud.from_bonus = 0;
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}
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else
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@ -2484,7 +2481,6 @@ void checksectors_r(int snum)
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ud.level_number++;
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if (ud.level_number > 6)
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ud.level_number = 0;
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ud.m_level_number = ud.level_number;
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}
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RRRA_ExitedLevel = 1;
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}
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@ -43,7 +43,7 @@ struct input_t // original name was input which is too generic for a type name.
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struct user_defs
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{
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unsigned char god, warp_on, cashman, eog, showallmap;
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unsigned char god, cashman, eog, showallmap;
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unsigned char show_help, scrollmode, clipping;
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char user_name[MAXPLAYERS][32];
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unsigned char overhead_on, last_overhead, showweapons;
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@ -64,7 +64,7 @@ struct user_defs
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int respawn_monsters, respawn_items, respawn_inventory, recstat, monsters_off, brightness;
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int m_respawn_items, m_respawn_monsters, m_respawn_inventory, m_recstat, m_monsters_off, detail;
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int m_ffire, ffire, m_player_skill, m_level_number, m_volume_number, multimode;
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int m_ffire, ffire, m_player_skill, /*m_level_number, m_volume_number,*/ multimode;
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int player_skill, level_number, volume_number, m_marker, marker, mouseflip;
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int statusbarmode, noexits, althud, ShowOpponentWeapons;
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@ -447,7 +447,6 @@ void G_UpdatePlayerFromMenu(void)
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void G_BackToMenu(void)
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{
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boardfilename[0] = 0;
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ud.warp_on = 0;
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g_player[myconnectindex].ps->gm = 0;
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M_StartControlPanel(false);
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M_SetMenu(NAME_Mainmenu);
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@ -480,7 +479,6 @@ static int G_EndOfLevel(void)
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}
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else
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{
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m_level_number = 0;
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ud.level_number = 0;
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}
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}
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@ -674,23 +672,13 @@ int GameInterface::app_main()
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tileDelete(13);
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if (numplayers == 1 && boardfilename[0] != 0)
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{
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m_level_number = 7;
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ud.m_volume_number = 0;
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ud.warp_on = 1;
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}
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// getnames();
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if (g_netServer || ud.multimode > 1)
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{
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if (ud.warp_on == 0)
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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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}
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}
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playerswhenstarted = ud.multimode; // XXX: redundant?
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@ -717,32 +705,24 @@ MAIN_LOOP_RESTART:
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g_player[myconnectindex].ps->ftq = 0;
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if (ud.warp_on == 1)
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{
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G_NewGame_EnterLevel();
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// may change ud.warp_on in an error condition
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}
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if (ud.warp_on == 0)
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//if (ud.warp_on == 0)
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{
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#if 0 // fixme once the game loop has been done.
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if ((g_netServer || ud.multimode > 1) && boardfilename[0] != 0)
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{
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m_level_number = 7;
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ud.m_volume_number = 0;
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auto maprecord = FindMap(boardfilename);
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ud.m_respawn_monsters = ud.m_player_skill == 4;
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if (ud.m_player_skill == 4)
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ud.m_respawn_monsters = 1;
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else ud.m_respawn_monsters = 0;
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for (bssize_t TRAVERSE_CONNECT(i))
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for (int i = 0; i != -1; i = connectpoint2[i])
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{
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resetweapons(i);
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resetinventory(i);
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}
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G_NewGame_EnterLevel();
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StartGame(maprecord);
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}
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else
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#endif
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{
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fi.ShowLogo([](bool) {});
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}
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@ -763,7 +743,6 @@ MAIN_LOOP_RESTART:
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if (playercolor) g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = G_CheckPlayerColor(playercolor);
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else g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor;
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ud.warp_on = 0;
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inputState.ClearKeyStatus(sc_Pause); // JBF: I hate the pause key
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do //main loop
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@ -332,8 +332,8 @@ int G_EnterLevel(int gameMode)
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levelNum &= MAXLEVELS-1;
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volumeNum = (volumeNum - levelNum) / MAXLEVELS;
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ud.level_number = m_level_number = levelNum;
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ud.volume_number = ud.m_volume_number = volumeNum;
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ud.level_number = levelNum;
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ud.volume_number = volumeNum;
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boardfilename[0] = 0;
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}
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@ -442,8 +442,7 @@ int G_EnterLevel(int gameMode)
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}
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else
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{
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Printf(TEXTCOLOR_GOLD "E%dL%d: %s\n", ud.volume_number+1, ud.level_number+1,
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mapList[mii].DisplayName());
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Printf(TEXTCOLOR_GOLD "%s: %s\n", mapList[mii].labelName.GetChars(), mapList[mii].DisplayName());
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}
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videoClearViewableArea(0L);
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@ -162,9 +162,6 @@ int32_t G_LoadPlayer(const char *path)
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FX_StopAllSounds();
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// non-"m_" fields will be loaded from svgm_udnetw
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ud.m_volume_number = h.volnum;
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m_level_number = h.levnum;
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ud.m_player_skill = h.skill;
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// NOTE: Bmemcpy needed for SAVEGAME_MUSIC.
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@ -1199,8 +1196,6 @@ int32_t sv_readdiff(FileReader &fil)
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static void sv_postudload()
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{
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#if 1
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m_level_number = ud.level_number;
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ud.m_volume_number = ud.volume_number;
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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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@ -34,6 +34,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "palette.h"
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#include "cmdlib.h"
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EXTERN_CVAR(Int, m_level_number)
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BEGIN_RR_NS
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#ifndef ONLY_USERDEFS
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