Demos now store map lumpname rather than mapheader ID
This was the last thing we needed to do before infinite maps. Stay tuned.
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parent
a9f1408376
commit
13dacbb162
1 changed files with 10 additions and 7 deletions
17
src/g_demo.c
17
src/g_demo.c
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@ -2079,7 +2079,7 @@ void G_BeginRecording(void)
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// game data
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M_Memcpy(demobuf.p, "PLAY", 4); demobuf.p += 4;
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WRITEINT16(demobuf.p,gamemap);
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WRITESTRINGN(demobuf.p, mapheaderinfo[gamemap-1]->lumpname, 255);
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M_Memcpy(demobuf.p, mapmd5, 16); demobuf.p += 16;
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WRITEUINT8(demobuf.p, demoflags);
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@ -2502,6 +2502,7 @@ UINT8 G_CmpDemoTime(char *oldname, char *newname)
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UINT16 s ATTRUNUSED;
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UINT8 aflags = 0;
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boolean uselaps = false;
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char discard[255];
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// load the new file
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FIL_DefaultExtension(newname, ".lmp");
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@ -2522,7 +2523,7 @@ UINT8 G_CmpDemoTime(char *oldname, char *newname)
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p += 16; // demo checksum
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I_Assert(!memcmp(p, "PLAY", 4));
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p += 4; // PLAY
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p += 2; // gamemap
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READSTRINGN(p, discard, sizeof(discard)); // gamemap
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p += 16; // map md5
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flags = READUINT8(p); // demoflags
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p++; // gametype
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@ -2580,7 +2581,7 @@ UINT8 G_CmpDemoTime(char *oldname, char *newname)
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Z_Free(buffer);
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return UINT8_MAX;
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} p += 4; // "PLAY"
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p += 2; // gamemap
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READSTRINGN(p, discard, sizeof(discard)); // gamemap
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p += 16; // mapmd5
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flags = READUINT8(p);
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p++; // gametype
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@ -2972,7 +2973,8 @@ void G_DoPlayDemo(char *defdemoname)
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}
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demobuf.p += 4; // "PLAY"
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gamemap = READINT16(demobuf.p);
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READSTRINGN(demobuf.p, mapname, sizeof(mapname)); // gamemap
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gamemap = G_MapNumber(mapname)+1;
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demobuf.p += 16; // mapmd5
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demoflags = READUINT8(demobuf.p);
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@ -3293,7 +3295,7 @@ void G_AddGhost(char *defdemoname)
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{
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INT32 i;
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lumpnum_t l;
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char name[17],skin[17],color[MAXCOLORNAME+1],*n,*pdemoname,md5[16];
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char name[17],skin[17],color[MAXCOLORNAME+1],discard[255],*n,*pdemoname,md5[16];
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demoghost *gh;
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UINT8 flags;
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UINT8 *buffer,*p;
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@ -3382,7 +3384,7 @@ void G_AddGhost(char *defdemoname)
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} p += 4; // "PLAY"
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p += 2; // gamemap
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READSTRINGN(p, discard, sizeof(discard)); // gamemap
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p += 16; // mapmd5 (possibly check for consistency?)
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flags = READUINT8(p);
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@ -3581,6 +3583,7 @@ void G_UpdateStaffGhostName(lumpnum_t l)
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UINT8 *buffer,*p;
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UINT16 ghostversion;
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UINT8 flags;
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char discard[255];
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buffer = p = W_CacheLumpNum(l, PU_CACHE);
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@ -3614,7 +3617,7 @@ void G_UpdateStaffGhostName(lumpnum_t l)
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}
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p += 4; // "PLAY"
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p += 2; // gamemap
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READSTRINGN(p, discard, sizeof(discard)); // gamemap
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p += 16; // mapmd5 (possibly check for consistency?)
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flags = READUINT8(p);
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