Cleanup, no change in behaviour.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1615 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
dd03ace476
commit
165ed5ccda
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@ -63,7 +63,7 @@
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static int StartWithGame = 1; // New game starts in Cam 1.
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tMode titleMode; // the global case
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tMode titleMode; // the global case
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int FEFont;
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char pLevelName[MAX_LEVEL_NAME_SIZE+1]; //256]; // vital! the wrf file to use.
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@ -182,7 +182,7 @@ void changeTitleMode(tMode mode)
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{
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tMode oldMode;
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widgDelete(psWScreen,FRONTEND_BACKDROP); // delete backdrop.
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widgDelete(psWScreen, FRONTEND_BACKDROP); // delete backdrop.
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oldMode = titleMode; // store old mode
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titleMode = mode; // set new mode
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@ -291,22 +291,24 @@ BOOL startTitleMenu(void)
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addTopForm();
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addBottomForm();
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addTextButton(FRONTEND_SINGLEPLAYER,FRONTEND_POS2X,FRONTEND_POS2Y, _("Single Player Campaign"),FALSE,FALSE);
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if(!bDisableLobby)
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{
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addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X,FRONTEND_POS3Y, _("Multi Player Game") ,FALSE,FALSE);
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}else{
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addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X,FRONTEND_POS3Y, _("Multi Player Game") ,FALSE,TRUE);
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}
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addTextButton(FRONTEND_TUTORIAL, FRONTEND_POS4X,FRONTEND_POS4Y, _("Tutorial") ,FALSE,FALSE);
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addTextButton(FRONTEND_OPTIONS, FRONTEND_POS5X,FRONTEND_POS5Y, _("Options") ,FALSE,FALSE);
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addTextButton(FRONTEND_SINGLEPLAYER, FRONTEND_POS2X, FRONTEND_POS2Y, _("Single Player Campaign"), FALSE, FALSE);
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if(!bDisableLobby)
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{
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addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X,FRONTEND_POS3Y, _("Multi Player Game"), FALSE, FALSE);
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}
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else
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{
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addTextButton(FRONTEND_MULTIPLAYER, FRONTEND_POS3X, FRONTEND_POS3Y, _("Multi Player Game"),FALSE,TRUE);
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}
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addTextButton(FRONTEND_TUTORIAL, FRONTEND_POS4X, FRONTEND_POS4Y, _("Tutorial") ,FALSE,FALSE);
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addTextButton(FRONTEND_OPTIONS, FRONTEND_POS5X, FRONTEND_POS5Y, _("Options") ,FALSE,FALSE);
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addTextButton(FRONTEND_QUIT, FRONTEND_POS6X,FRONTEND_POS6Y, _("Quit Game"),FALSE,FALSE);
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addTextButton(FRONTEND_QUIT, FRONTEND_POS6X, FRONTEND_POS6Y, _("Quit Game"), FALSE, FALSE);
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addSideText (FRONTEND_SIDETEXT , FRONTEND_SIDEX,FRONTEND_SIDEY,_("MAIN MENU"));
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addSideText(FRONTEND_SIDETEXT, FRONTEND_SIDEX, FRONTEND_SIDEY, _("MAIN MENU"));
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SetMousePos(320, FRONTEND_BOTFORMY + FRONTEND_POS2Y);
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SnapToID(&InterfaceSnap,4);
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SnapToID(&InterfaceSnap, 4);
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return TRUE;
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}
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@ -318,11 +320,11 @@ BOOL runTitleMenu(void)
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processFrontendSnap(TRUE);
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id = widgRunScreen(psWScreen); // Run the current set of widgets
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id = widgRunScreen(psWScreen); // Run the current set of widgets
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switch(id)
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{
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case FRONTEND_QUIT:
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switch(id)
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{
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case FRONTEND_QUIT:
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changeTitleMode(CREDITS);
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break;
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case FRONTEND_MULTIPLAYER:
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@ -339,10 +341,10 @@ BOOL runTitleMenu(void)
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break;
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default:
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break;
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}
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}
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StartCursorSnap(&InterfaceSnap);
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widgDisplayScreen(psWScreen); // show the widgets currently running
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widgDisplayScreen(psWScreen); // show the widgets currently running
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return TRUE;
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}
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@ -27,28 +27,28 @@
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// determines which option screen to use. when in GS_TITLE_SCREEN mode.
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typedef enum _title_mode {
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TITLE, // 0 intro mode
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SINGLE, // 1 single player menu
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MULTI, // 2 multiplayer menu
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OPTIONS, // 3 options menu
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GAME, // 4
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TUTORIAL, // 5 tutorial/fastplay
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CREDITS, // 6 credits
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PROTOCOL, // 7 MULTIPLAYER, select proto
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MULTIOPTION, // 8 MULTIPLAYER, select game options
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FORCESELECT, // 9 MULTIPLAYER, Force design screen
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GAMEFIND, // 10 MULTIPLAYER, gamefinder.
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MULTILIMIT, // 11 MULTIPLAYER, Limit the multistuff.
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STARTGAME, // 12 Fire up the game
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SHOWINTRO, // 13 reshow the intro
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QUIT, // 14 leaving game
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LOADSAVEGAME, // 15 loading a save game
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KEYMAP, // 16 keymap editor
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GAME2, // 17 second options menu.
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GAME3, // 18 third options menu.
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// GRAPHICS, // 5
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// VIDEO,
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// DEMOMODE, // demo mode. remove for release?
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TITLE, // 0 intro mode
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SINGLE, // 1 single player menu
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MULTI, // 2 multiplayer menu
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OPTIONS, // 3 options menu
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GAME, // 4
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TUTORIAL, // 5 tutorial/fastplay
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CREDITS, // 6 credits
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PROTOCOL, // 7 MULTIPLAYER, select proto
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MULTIOPTION, // 8 MULTIPLAYER, select game options
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FORCESELECT, // 9 MULTIPLAYER, Force design screen
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GAMEFIND, // 10 MULTIPLAYER, gamefinder.
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MULTILIMIT, // 11 MULTIPLAYER, Limit the multistuff.
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STARTGAME, // 12 Fire up the game
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SHOWINTRO, // 13 reshow the intro
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QUIT, // 14 leaving game
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LOADSAVEGAME, // 15 loading a save game
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KEYMAP, // 16 keymap editor
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GAME2, // 17 second options menu.
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GAME3, // 18 third options menu.
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// GRAPHICS,
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// VIDEO,
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// DEMOMODE, // demo mode. remove for release?
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} tMode;
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// This dos'nt compile on the PSX.
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@ -83,8 +83,7 @@ BOOL gwInitialise(void)
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int i;
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#endif
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ASSERT( psGateways == NULL,
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"gwInitialise: gatway list has not been reset" );
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ASSERT( psGateways == NULL, "gwInitialise: gateway list has not been reset" );
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psGateways = NULL;
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@ -115,7 +114,7 @@ BOOL gwInitialise(void)
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// Shutdown the gateway system
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void gwShutDown(void)
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{
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GATEWAY *psNext;
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GATEWAY *psNext;
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while (psGateways != NULL)
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{
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@ -484,9 +483,8 @@ void gwFreeGateway(GATEWAY *psDel)
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LIST_REMOVE(psGateways, psDel, GATEWAY);
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if (psMapTiles) // this lines fixes the bug where we were closing the gateways after freeing the map
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if (psMapTiles) // this lines fixes the bug where we were closing the gateways after freeing the map
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{
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// clear the map flags
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if (psDel->x1 == psDel->x2)
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{
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@ -507,7 +505,8 @@ void gwFreeGateway(GATEWAY *psDel)
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}
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if(psDel->psLinks != NULL) {
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if (psDel->psLinks != NULL)
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{
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free(psDel->psLinks);
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}
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free(psDel);
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121
src/levels.c
121
src/levels.c
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@ -197,8 +197,8 @@ BOOL levParse(char *pBuffer, SDWORD size, searchPathMode datadir)
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case LTK_BETWEEN:
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case LTK_MKEEP:
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case LTK_MCLEAR:
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case LTK_EXPAND_LIMBO:
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case LTK_MKEEP_LIMBO:
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case LTK_EXPAND_LIMBO:
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case LTK_MKEEP_LIMBO:
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if (state == LP_START || state == LP_WAITDATA)
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{
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// start a new level data set
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@ -328,8 +328,8 @@ BOOL levParse(char *pBuffer, SDWORD size, searchPathMode datadir)
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||psDataSet->type == LDS_CAMCHANGE ||
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psDataSet->type == LDS_EXPAND ||
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psDataSet->type == LDS_MCLEAR ||
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psDataSet->type == LDS_EXPAND_LIMBO ||
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psDataSet->type == LDS_MKEEP_LIMBO
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psDataSet->type == LDS_EXPAND_LIMBO ||
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psDataSet->type == LDS_MKEEP_LIMBO
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)
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{
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levError("Missing dataset command");
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@ -589,8 +589,8 @@ BOOL levLoadBaseData(char *pName)
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psNewLevel->type != LDS_MKEEP
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&& psNewLevel->type != LDS_EXPAND &&
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psNewLevel->type != LDS_MCLEAR &&
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psNewLevel->type != LDS_EXPAND_LIMBO &&
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psNewLevel->type != LDS_MKEEP_LIMBO
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psNewLevel->type != LDS_EXPAND_LIMBO &&
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psNewLevel->type != LDS_MKEEP_LIMBO
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)
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{
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debug( LOG_ERROR, "levLoadBaseData: incorect level type" );
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@ -616,7 +616,7 @@ BOOL levLoadBaseData(char *pName)
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// load the data
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debug(LOG_WZ, "levLoadBaseData: Loading %s", psBaseData->apDataFiles[i]);
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if (!resLoad(psBaseData->apDataFiles[i], i,
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DisplayBuffer, displayBufferSize))
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DisplayBuffer, displayBufferSize))
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{
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return FALSE;
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}
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@ -639,7 +639,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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{
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LEVEL_DATASET *psNewLevel, *psBaseData, *psChangeLevel;
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SDWORD i;
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BOOL bCamChangeSaveGame;
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BOOL bCamChangeSaveGame;
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debug(LOG_WZ, "Loading level %s", pName);
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// reset fog
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/* Keep a copy of the present level name */
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strcpy(currentLevelName,pName);
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bCamChangeSaveGame = FALSE;
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if (pSaveName && saveType == GTYPE_SAVE_START)
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{
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if (psNewLevel->psChange != NULL)
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{
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bCamChangeSaveGame = TRUE;
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}
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}
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bCamChangeSaveGame = FALSE;
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if (pSaveName && saveType == GTYPE_SAVE_START)
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{
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if (psNewLevel->psChange != NULL)
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{
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bCamChangeSaveGame = TRUE;
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}
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}
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// select the change dataset if there is one
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psChangeLevel = NULL;
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psChangeLevel = NULL;
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if (((psNewLevel->psChange != NULL) && (psCurrLevel != NULL)) || bCamChangeSaveGame)
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{
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//store the level name
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//store the level name
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debug( LOG_WZ, "levLoadData: Found CAMCHANGE dataset\n" );
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psChangeLevel = psNewLevel;
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psChangeLevel = psNewLevel;
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psNewLevel = psNewLevel->psChange;
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}
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// load the data
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debug(LOG_WZ, "levLoadData: Loading %s ...", psBaseData->apDataFiles[i]);
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if (!resLoad(psBaseData->apDataFiles[i], i,
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DisplayBuffer, displayBufferSize))
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DisplayBuffer, displayBufferSize))
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{
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return FALSE;
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}
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@ -792,7 +792,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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}
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}
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//set the mission type before the saveGame data is loaded
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//set the mission type before the saveGame data is loaded
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if (saveType == GTYPE_SAVE_MIDMISSION)
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{
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debug( LOG_NEVER, "levLoadData: init mission stuff\n" );
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@ -828,9 +828,9 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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}
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}
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//we need to load up the save game data here for a camchange
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if (bCamChangeSaveGame)
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{
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//we need to load up the save game data here for a camchange
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if (bCamChangeSaveGame)
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{
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debug( LOG_NEVER, "levLoadData: no .gam file for level: BETWEEN mission\n" );
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if (pSaveName != NULL)
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{
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@ -848,31 +848,30 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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return FALSE;
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}
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if (!campaignReset())
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{
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return FALSE;
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}
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if (!campaignReset())
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{
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return FALSE;
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}
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//we now need to go to the next level
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//psNewLevel = psChangeLevel;
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//psChangeLevel = NULL;
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//we now need to go to the next level
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//psNewLevel = psChangeLevel;
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//psChangeLevel = NULL;
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//stageTwoShutDown??
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}
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}
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//stageTwoShutDown??
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}
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}
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// load the new data
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debug( LOG_NEVER, "levLoadData: loading mission dataset: %s\n", psNewLevel->pName );
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for(i=0; i<LEVEL_MAXFILES; i++)
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for(i=0; i < LEVEL_MAXFILES; i++)
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{
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if (psNewLevel->game == i)
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{
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// do some more initialising if necessary
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if (psNewLevel->type == LDS_COMPLETE || psNewLevel->type >= MULTI_TYPE_START ||
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(psBaseData != NULL && !bCamChangeSaveGame))
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if (psNewLevel->type == LDS_COMPLETE || psNewLevel->type >= MULTI_TYPE_START || (psBaseData != NULL && !bCamChangeSaveGame))
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{
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iV_Reset(); //unload font, to avoid crash on 8th load... ajl 15/sep/99
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iV_Reset(); //unload font, to avoid crash on 8th load... ajl 15/sep/99
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if (!stageTwoInitialise())
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{
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return FALSE;
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@ -882,7 +881,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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// load a savegame if there is one - but not if already done so
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if (pSaveName != NULL && !bCamChangeSaveGame)
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{
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//set the mission type before the saveGame data is loaded
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//set the mission type before the saveGame data is loaded
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if (saveType == GTYPE_SAVE_MIDMISSION)
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{
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debug( LOG_NEVER, "levLoadData: init mission stuff\n" );
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@ -998,7 +997,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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// set the view position if necessary
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if ((pSaveName != NULL)
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|| ((psNewLevel->type != LDS_BETWEEN)
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|| ((psNewLevel->type != LDS_BETWEEN)
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&& (psNewLevel->type != LDS_EXPAND)
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&& (psNewLevel->type != LDS_EXPAND_LIMBO)
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))
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@ -1014,7 +1013,7 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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// load the data
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debug(LOG_WZ, "levLoadData: Loading %s", psNewLevel->apDataFiles[i]);
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if (!resLoad(psNewLevel->apDataFiles[i], i + CURRENT_DATAID,
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DisplayBuffer, displayBufferSize))
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DisplayBuffer, displayBufferSize))
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{
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return FALSE;
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}
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@ -1024,17 +1023,17 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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dataClearSaveFlag();
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//if (pSaveName != NULL && saveType == GTYPE_SAVE_MIDMISSION)
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if (pSaveName != NULL)
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if (pSaveName != NULL)
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{
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//load MidMission Extras
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if (!loadMissionExtras(pSaveName, psNewLevel->type))
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{
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return FALSE;
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}
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}
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}
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if (pSaveName != NULL && saveType == GTYPE_SAVE_MIDMISSION)
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{
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if (pSaveName != NULL && saveType == GTYPE_SAVE_MIDMISSION)
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{
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//load script stuff
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// load the event system state here for a save game
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debug( LOG_NEVER, "levLoadData: loading script system state\n" );
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@ -1051,24 +1050,24 @@ BOOL levLoadData(char *pName, char *pSaveName, SDWORD saveType)
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//want to test with release build too
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//#ifdef DEBUG
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//this enables us to to start cam2/cam3 without going via a save game and get the extra droids
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//in from the script-controlled Transporters
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if (!pSaveName && psNewLevel->type == LDS_CAMSTART)
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{
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eventFireCallbackTrigger((TRIGGER_TYPE)CALL_NO_REINFORCEMENTS_LEFT);
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}
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//this enables us to to start cam2/cam3 without going via a save game and get the extra droids
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//in from the script-controlled Transporters
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if (!pSaveName && psNewLevel->type == LDS_CAMSTART)
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{
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eventFireCallbackTrigger((TRIGGER_TYPE)CALL_NO_REINFORCEMENTS_LEFT);
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}
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//#endif
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//restore the level name for comparisons on next mission load up
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if (psChangeLevel == NULL)
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{
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psCurrLevel = psNewLevel;
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}
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else
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{
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psCurrLevel = psChangeLevel;
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}
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//restore the level name for comparisons on next mission load up
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if (psChangeLevel == NULL)
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{
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psCurrLevel = psNewLevel;
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}
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else
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{
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psCurrLevel = psChangeLevel;
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}
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return TRUE;
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return TRUE;
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}
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@ -612,7 +612,6 @@ GAMECODE gameLoop(void)
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#ifdef DISP2D
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disp2DModeChange();
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#endif
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dispModeChange();
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}
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}
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@ -664,7 +663,6 @@ GAMECODE gameLoop(void)
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#ifdef DISP2D
|
||||
disp2DModeChange();
|
||||
#endif
|
||||
dispModeChange();
|
||||
}
|
||||
return GAMECODE_QUITGAME;
|
||||
}
|
||||
|
|
|
@ -322,10 +322,10 @@ BOOL missionLimboExpand(void)
|
|||
}
|
||||
|
||||
|
||||
//mission initialisation game code
|
||||
// mission initialisation game code
|
||||
void initMission(void)
|
||||
{
|
||||
UDWORD inc;
|
||||
UDWORD inc;
|
||||
|
||||
debug( LOG_NEVER, "***Init Mission ***\n" );
|
||||
//mission.type = MISSION_NONE;
|
||||
|
|
|
@ -93,7 +93,6 @@ STAR stars[30]; // quick hack for loading stuff
|
|||
extern int WFont;
|
||||
extern BOOL bLoadSaveUp;
|
||||
|
||||
static BOOL firstcall;
|
||||
static UDWORD loadScreenCallNo=0;
|
||||
static BOOL bPlayerHasLost = FALSE;
|
||||
static BOOL bPlayerHasWon = FALSE;
|
||||
|
@ -121,11 +120,8 @@ UDWORD i;
|
|||
//
|
||||
BOOL frontendInitVars(void)
|
||||
{
|
||||
firstcall = TRUE;
|
||||
|
||||
initStars();
|
||||
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
@ -133,20 +129,22 @@ BOOL frontendInitVars(void)
|
|||
// Main Front end game loop.
|
||||
TITLECODE titleLoop(void)
|
||||
{
|
||||
static BOOL firstcall = TRUE;
|
||||
TITLECODE RetCode = TITLECODE_CONTINUE;
|
||||
|
||||
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
|
||||
pie_SetFogStatus(FALSE);
|
||||
screen_RestartBackDrop();
|
||||
|
||||
if (firstcall) {
|
||||
startTitleMenu();
|
||||
titleMode = TITLE;
|
||||
if (firstcall)
|
||||
{
|
||||
firstcall = FALSE;
|
||||
|
||||
frameSetCursorFromRes(IDC_DEFAULT); // reset cursor (sw)
|
||||
changeTitleMode(TITLE);
|
||||
|
||||
if(NetPlay.bLobbyLaunched) // lobbies skip title screens & go into the game
|
||||
frameSetCursorFromRes(IDC_DEFAULT); // reset cursor (sw)
|
||||
|
||||
if(NetPlay.bLobbyLaunched) // lobbies skip title screens & go into the game
|
||||
{
|
||||
if (NetPlay.bHost)
|
||||
{
|
||||
|
@ -156,7 +154,6 @@ TITLECODE titleLoop(void)
|
|||
{
|
||||
ingame.bHostSetup = FALSE;
|
||||
}
|
||||
|
||||
changeTitleMode(QUIT);
|
||||
}
|
||||
}
|
||||
|
@ -229,16 +226,13 @@ TITLECODE titleLoop(void)
|
|||
runGameOptions3Menu();
|
||||
break;
|
||||
|
||||
|
||||
case QUIT:
|
||||
RetCode = TITLECODE_QUITGAME;
|
||||
break;
|
||||
|
||||
case STARTGAME:
|
||||
case LOADSAVEGAME:
|
||||
|
||||
initLoadingScreen(TRUE);//render active
|
||||
|
||||
if (titleMode == LOADSAVEGAME)
|
||||
{
|
||||
RetCode = TITLECODE_SAVEGAMELOAD;
|
||||
|
@ -247,12 +241,9 @@ TITLECODE titleLoop(void)
|
|||
{
|
||||
RetCode = TITLECODE_STARTGAME;
|
||||
}
|
||||
|
||||
return RetCode; // don't flip!
|
||||
break;
|
||||
|
||||
case SHOWINTRO:
|
||||
|
||||
pie_SetFogStatus(FALSE);
|
||||
pie_ScreenFlip(CLEAR_BLACK);//flip to clear screen but not here//reshow intro video.
|
||||
pie_ScreenFlip(CLEAR_BLACK);//flip to clear screen but not here
|
||||
|
@ -377,14 +368,13 @@ void startCreditsScreen(void)
|
|||
}
|
||||
|
||||
/* This function does nothing - since it's already been drawn */
|
||||
void runCreditsScreen( void )
|
||||
void runCreditsScreen( void )
|
||||
{
|
||||
// Check for key presses now.
|
||||
if(keyReleased(KEY_ESC)
|
||||
if( keyReleased(KEY_ESC)
|
||||
|| keyReleased(KEY_SPACE)
|
||||
|| mouseReleased(MOUSE_LMB)
|
||||
|| (gameTime-lastChange > 4000)
|
||||
)
|
||||
|| gameTime-lastChange > 4000 )
|
||||
{
|
||||
lastChange = gameTime;
|
||||
changeTitleMode(QUIT);
|
||||
|
|
Loading…
Reference in New Issue