Salvage the remaining parts of 8f68a21
I'm keeping the screenshot mapname tho :^)
This commit is contained in:
parent
c93fa43f24
commit
723164152f
6 changed files with 10 additions and 26 deletions
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@ -1893,14 +1893,11 @@ void D_SRB2Main(void)
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if (server && !M_CheckParm("+map"))
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{
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// Prevent warping to nonexistent levels
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if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR)
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I_Error("Could not warp to %s (map not found)\n", G_BuildMapName(pstartmap));
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// Prevent warping to locked levels
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// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
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// running a dedicated server and joining it yourself, but that's better than making dedicated server's
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// lives hell.
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else if (!dedicated && M_MapLocked(pstartmap))
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if (!dedicated && M_MapLocked(pstartmap))
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I_Error("You need to unlock this level before you can warp to it!\n");
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else
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{
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@ -442,9 +442,6 @@ void DRPC_UpdatePresence(void)
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char detailstr[48+1];
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#ifdef USEMAPIMG
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char mapimg[8+1];
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#endif
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char mapname[5+21+21+2+1];
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char charimg[4+SKINNAMESIZE+1];
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@ -547,16 +544,6 @@ void DRPC_UpdatePresence(void)
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if ((gamestate == GS_LEVEL || gamestate == GS_INTERMISSION) // Map info
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&& !(demo.playback && demo.title))
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{
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#ifdef USEMAPIMG
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if ((gamemap >= 1 && gamemap <= 60) // supported race maps
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|| (gamemap >= 136 && gamemap <= 164)) // supported battle maps
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{
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snprintf(mapimg, 8, "%s", G_BuildMapName(gamemap));
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strlwr(mapimg);
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discordPresence.largeImageKey = mapimg; // Map image
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}
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else
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#endif
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if (mapheaderinfo[gamemap-1]->menuflags & LF2_HIDEINMENU)
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{
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// Hell map, use the method that got you here :P
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@ -1354,7 +1354,7 @@ void G_DoLoadLevel(boolean resetplayer)
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// cleanup
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if (titlemapinaction == TITLEMAP_LOADING)
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{
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if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
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if (gamemap < 1 || gamemap > nummapheaders)
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{
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titlemap = 0; // let's not infinite recursion ok
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Command_ExitGame_f();
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@ -3606,7 +3606,7 @@ tryagain:
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break;
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}
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if (vLump == NULL && ((l = W_CheckNumForName(va("%sS01",mapheaderinfo[ix+1]->lumpname))) == LUMPERROR))
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if (vLump == NULL && ((l = W_CheckNumForLongName(va("%sS01",mapheaderinfo[ix+1]->lumpname))) == LUMPERROR))
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{
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vres_Free(vRes);
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continue;
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@ -2281,7 +2281,7 @@ static void Dummystaff_OnChange(void)
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dummystaffname[0] = '\0';
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// TODO: Use map header to determine lump name
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if ((l = W_CheckNumForName(va("%sS01",G_BuildMapName(cv_nextmap.value)))) == LUMPERROR)
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if ((l = W_CheckNumForLongName(va("%sS01",G_BuildMapName(cv_nextmap.value)))) == LUMPERROR)
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{
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CV_StealthSetValue(&cv_dummystaff, 0);
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return;
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@ -2290,7 +2290,7 @@ static void Dummystaff_OnChange(void)
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{
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char *temp = dummystaffname;
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UINT8 numstaff = 1;
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while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),numstaff+1))) != LUMPERROR)
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while (numstaff < 99 && (l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),numstaff+1))) != LUMPERROR)
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numstaff++;
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if (cv_dummystaff.value < 1)
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@ -2298,7 +2298,7 @@ static void Dummystaff_OnChange(void)
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else if (cv_dummystaff.value > numstaff)
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CV_StealthSetValue(&cv_dummystaff, 1);
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if ((l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value), cv_dummystaff.value))) == LUMPERROR)
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if ((l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(cv_nextmap.value), cv_dummystaff.value))) == LUMPERROR)
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return; // shouldn't happen but might as well check...
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G_UpdateStaffGhostName(l);
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@ -793,7 +793,7 @@ static void M_PNGText(png_structp png_ptr, png_infop png_info_ptr, PNG_CONST png
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"Unknown";
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#endif
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char rendermodetxt[9];
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char maptext[8];
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char maptext[MAXMAPLUMPNAME];
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char lvlttltext[48];
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char locationtxt[40];
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char ctrevision[40];
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@ -814,7 +814,7 @@ static void M_PNGText(png_structp png_ptr, png_infop png_info_ptr, PNG_CONST png
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}
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if (gamestate == GS_LEVEL)
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snprintf(maptext, 8, "%s", G_BuildMapName(gamemap));
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snprintf(maptext, MAXMAPLUMPNAME, "%s", G_BuildMapName(gamemap));
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else
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snprintf(maptext, 8, "Unknown");
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@ -7849,7 +7849,7 @@ static void P_LoadRecordGhosts(void)
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lumpnum_t l;
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UINT8 j = 1;
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// TODO: Use map header to determine lump name
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while (j <= 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
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while (j <= 99 && (l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
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{
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G_AddGhost(va("%sS%02u",G_BuildMapName(gamemap),j));
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j++;
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@ -7991,7 +7991,7 @@ static void P_InitGametype(void)
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#else
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strcpy(ver, VERSIONSTRING);
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#endif
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sprintf(buf, "%s"PATHSEP"media"PATHSEP"replay"PATHSEP"online"PATHSEP"%s"PATHSEP"%d-%s",
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snprintf(buf, sizeof buf, "%s"PATHSEP"media"PATHSEP"replay"PATHSEP"online"PATHSEP"%s"PATHSEP"%d-%s",
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srb2home, ver, (int) (time(NULL)), G_BuildMapName(gamemap));
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parts = M_PathParts(buf);
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