Use G_GamestateUsesLevel everywhere (and actually use levelloaded)
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219acbb9cc
commit
aa1ccafaea
6 changed files with 9 additions and 15 deletions
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@ -477,8 +477,7 @@ static void D_Display(void)
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wipetypepre = wipedefs[wipedefindex];
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// Fade to black first
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if ((wipegamestate == FORCEWIPE ||
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!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))) // fades to black on its own timing, always
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if ((wipegamestate == FORCEWIPE || !G_GamestateUsesLevel()) // fades to black on its own timing, always
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&& wipetypepre != UINT8_MAX)
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{
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if (rendermode != render_none)
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@ -627,7 +626,7 @@ static void D_Display(void)
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// change gamma if needed
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// (GS_LEVEL handles this already due to level-specific palettes)
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if (forcerefresh && !(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
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if (forcerefresh && !G_GamestateUsesLevel())
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V_SetPalette(0);
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// draw pause pic
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@ -6238,7 +6238,7 @@ void HWR_Switch(void)
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HWR_LoadMapTextures(numtextures);
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// Create plane polygons
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if (!gl_maploaded && (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
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if (!gl_maploaded && levelloaded)
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{
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HWR_ClearAllTextures();
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HWR_LoadLevel();
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@ -3279,7 +3279,7 @@ static int lib_gAddGametype(lua_State *L)
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static int Lcheckmapnumber (lua_State *L, int idx, const char *fun)
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{
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if (ISINLEVEL)
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if (G_GamestateUsesLevel())
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return luaL_optinteger(L, idx, lua_compatmode ? G_NativeMapToKart(gamemap) : gamemap);
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else
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{
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@ -253,7 +253,7 @@ static int mobj_get(lua_State *L)
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enum mobj_e field = Lua_optoption(L, 2, NULL, mobj_opt);
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lua_settop(L, 2);
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if (!mo || !ISINLEVEL) {
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if (!mo || !G_GamestateUsesLevel()) {
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if (field == mobj_valid) {
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lua_pushboolean(L, 0);
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return 1;
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@ -18,6 +18,7 @@
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#include "d_player.h"
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#include "g_state.h"
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#include "taglist.h"
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#include "g_game.h" // G_GamestateUsesLevel
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#include "blua/lua.h"
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#include "blua/lualib.h"
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@ -137,10 +138,7 @@ void COM_Lua_f(void);
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// uncomment if you want seg_t/node_t in Lua
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// #define HAVE_LUA_SEGS
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#define ISINLEVEL \
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(gamestate == GS_LEVEL || titlemapinaction)
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#define INLEVEL if (! ISINLEVEL)\
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#define INLEVEL if (!G_GamestateUsesLevel())\
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return luaL_error(L, "This can only be used in a level!");
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#ifdef __cplusplus
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@ -255,10 +255,7 @@ static void M_DrawRenderStats(void)
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perfstatcol_t batchcalls_col = {220, 200, V_PURPLEMAP, batchcalls_row};
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boolean rendering = (
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gamestate == GS_LEVEL ||
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(gamestate == GS_TITLESCREEN && titlemapinaction)
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);
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boolean rendering = G_GamestateUsesLevel();
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draw_row = 10;
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M_DrawPerfTiming(&frametime_col);
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@ -618,7 +615,7 @@ void M_DrawPerfStats(void)
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}
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else if (cv_perfstats.value == PS_THINKFRAME) // lua thinkframe
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{
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if (!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
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if (!G_GamestateUsesLevel())
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return;
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if (vid.width < 640 || vid.height < 400) // low resolution
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{
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