Remove character descriptions
This commit is contained in:
parent
308d2efb31
commit
e680b12eac
6 changed files with 1 additions and 280 deletions
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@ -1443,10 +1443,6 @@ void D_SRB2Main(void)
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// Setup default unlockable conditions
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M_SetupDefaultConditionSets();
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// Setup character tables
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// Have to be done here before files are loaded
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M_InitCharacterTables();
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D_RegisterServerCommands();
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D_RegisterClientCommands(); // be sure that this is called before D_CheckNetGame
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R_RegisterEngineStuff();
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194
src/deh_soc.c
194
src/deh_soc.c
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@ -190,200 +190,6 @@ void clear_levels(void)
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COM_BufAddText("exitgame"); // Command_ExitGame_f() but delayed
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}
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static boolean findFreeSlot(INT32 *num)
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{
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// Send the character select entry to a free slot.
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while (*num < MAXSKINS && (description[*num].used))
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*num = *num+1;
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// No more free slots. :(
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if (*num >= MAXSKINS)
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return false;
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// Redesign your logo. (See M_DrawSetupChoosePlayerMenu in m_menu.c...)
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description[*num].picname[0] = '\0';
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description[*num].nametag[0] = '\0';
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description[*num].displayname[0] = '\0';
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description[*num].oppositecolor = SKINCOLOR_NONE;
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description[*num].tagtextcolor = SKINCOLOR_NONE;
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description[*num].tagoutlinecolor = SKINCOLOR_NONE;
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// Found one! ^_^
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return (description[*num].used = true);
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}
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// Reads a player.
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// For modifying the character select screen
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void readPlayer(MYFILE *f, INT32 num)
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{
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char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
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char *word;
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char *word2;
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char *displayname = ZZ_Alloc(MAXLINELEN+1);
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INT32 i;
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boolean slotfound = false;
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#define SLOTFOUND \
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if (!slotfound && (slotfound = findFreeSlot(&num)) == false) \
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goto done;
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displayname[MAXLINELEN] = '\0';
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do
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{
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if (myfgets(s, MAXLINELEN, f))
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{
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if (s[0] == '\n')
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break;
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for (i = 0; i < MAXLINELEN-3; i++)
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{
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char *tmp;
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if (s[i] == '=')
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{
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tmp = &s[i+2];
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strncpy(displayname, tmp, SKINNAMESIZE);
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break;
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}
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}
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word = strtok(s, " ");
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if (word)
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strupr(word);
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else
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break;
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if (fastcmp(word, "PLAYERTEXT"))
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{
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char *playertext = NULL;
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SLOTFOUND
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for (i = 0; i < MAXLINELEN-3; i++)
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{
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if (s[i] == '=')
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{
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playertext = &s[i+2];
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break;
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}
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}
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if (playertext)
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{
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strcpy(description[num].notes, playertext);
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strcat(description[num].notes, myhashfgets(playertext, sizeof (description[num].notes), f));
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}
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else
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strcpy(description[num].notes, "");
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// For some reason, cutting the string did not work above. Most likely due to strcpy or strcat...
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// It works down here, though.
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{
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INT32 numline = 0;
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for (i = 0; (size_t)i < sizeof(description[num].notes)-1; i++)
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{
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if (numline < 20 && description[num].notes[i] == '\n')
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numline++;
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if (numline >= 20 || description[num].notes[i] == '\0' || description[num].notes[i] == '#')
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break;
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}
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}
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description[num].notes[strlen(description[num].notes)-1] = '\0';
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description[num].notes[i] = '\0';
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continue;
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}
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word2 = strtok(NULL, " = ");
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if (word2)
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strupr(word2);
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else
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break;
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if (word2[strlen(word2)-1] == '\n')
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word2[strlen(word2)-1] = '\0';
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i = atoi(word2);
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if (fastcmp(word, "PICNAME"))
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{
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SLOTFOUND
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strncpy(description[num].picname, word2, 8);
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}
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// new character select
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else if (fastcmp(word, "DISPLAYNAME"))
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{
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SLOTFOUND
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// replace '#' with line breaks
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// (also remove any '\n')
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{
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char *cur = NULL;
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// remove '\n'
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cur = strchr(displayname, '\n');
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if (cur)
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*cur = '\0';
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// turn '#' into '\n'
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cur = strchr(displayname, '#');
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while (cur)
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{
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*cur = '\n';
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cur = strchr(cur, '#');
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}
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}
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// copy final string
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strncpy(description[num].displayname, displayname, SKINNAMESIZE);
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}
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else if (fastcmp(word, "OPPOSITECOLOR") || fastcmp(word, "OPPOSITECOLOUR"))
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{
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SLOTFOUND
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description[num].oppositecolor = (UINT16)get_number(word2);
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}
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else if (fastcmp(word, "NAMETAG") || fastcmp(word, "TAGNAME"))
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{
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SLOTFOUND
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strncpy(description[num].nametag, word2, 8);
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}
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else if (fastcmp(word, "TAGTEXTCOLOR") || fastcmp(word, "TAGTEXTCOLOUR"))
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{
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SLOTFOUND
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description[num].tagtextcolor = (UINT16)get_number(word2);
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}
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else if (fastcmp(word, "TAGOUTLINECOLOR") || fastcmp(word, "TAGOUTLINECOLOUR"))
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{
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SLOTFOUND
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description[num].tagoutlinecolor = (UINT16)get_number(word2);
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}
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else if (fastcmp(word, "STATUS"))
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{
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/*
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You MAY disable previous entries if you so desire...
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But try to enable something that's already enabled and you will be sent to a free slot.
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Because of this, you are allowed to edit any previous entries you like, but only if you
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signal that you are purposely doing so by disabling and then reenabling the slot.
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*/
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if (i && !slotfound && (slotfound = findFreeSlot(&num)) == false)
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goto done;
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description[num].used = (!!i);
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}
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else if (fastcmp(word, "SKINNAME"))
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{
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// Send to free slot.
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SLOTFOUND
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strlcpy(description[num].skinname, word2, sizeof description[num].skinname);
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strlwr(description[num].skinname);
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}
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else
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deh_warning("readPlayer %d: unknown word '%s'", num, word);
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}
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} while (!myfeof(f)); // finish when the line is empty
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#undef SLOTFOUND
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done:
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Z_Free(displayname);
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Z_Free(s);
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}
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// TODO: Figure out how to do undolines for this....
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// TODO: Warnings for running out of freeslots
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void readfreeslots(MYFILE *f)
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@ -84,7 +84,6 @@ void readlight(MYFILE *f, INT32 num);
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void readskincolor(MYFILE *f, INT32 num, boolean mainfile);
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void readthing(MYFILE *f, INT32 num);
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void readfreeslots(MYFILE *f);
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void readPlayer(MYFILE *f, INT32 num);
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void clear_levels(void);
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void clear_conditionsets(void);
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@ -427,18 +427,7 @@ static void DEH_LoadDehackedFile(MYFILE *f, boolean mainfile)
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else
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i = 0;
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if (fastcmp(word, "CHARACTER"))
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{
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if (i >= 0 && i < 32)
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readPlayer(f, i);
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else
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{
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deh_warning("Character %d out of range (0 - 31)", i);
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ignorelines(f);
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}
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continue;
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}
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else if (fastcmp(word, "EMBLEM"))
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if (fastcmp(word, "EMBLEM"))
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{
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if (!mainfile && !gamedataadded)
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{
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43
src/m_menu.c
43
src/m_menu.c
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@ -147,9 +147,6 @@ M_waiting_mode_t m_waiting_mode = M_NOT_WAITING;
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const char *quitmsg[NUM_QUITMESSAGES];
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// Stuff for customizing the player select screen Tails 09-22-2003
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description_t description[MAXSKINS];
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boolean fromlevelselect = false;
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typedef enum
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@ -1895,46 +1892,6 @@ void M_Init(void)
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CV_RegisterVar(&cv_menucaps);
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}
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void M_InitCharacterTables(void)
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{
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UINT8 i;
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// Setup description table
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for (i = 0; i < MAXSKINS; i++)
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{
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if (i == 0)
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{
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strcpy(description[i].notes, "\x82Sonic\x80 is the fastest of the three, but also the hardest to control. Beginners beware, but experts will find Sonic very powerful.\n\n\x82""Ability:\x80 Speed Thok\nDouble jump to zoom forward with a huge burst of speed.\n\n\x82Tip:\x80 Simply letting go of forward does not slow down in SRB2. To slow down, hold the opposite direction.");
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strcpy(description[i].picname, "");
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strcpy(description[i].skinname, "sonic");
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}
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else if (i == 1)
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{
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strcpy(description[i].notes, "\x82Tails\x80 is the most mobile of the three, but has the slowest speed. Because of his mobility, he's well-\nsuited to beginners.\n\n\x82""Ability:\x80 Fly\nDouble jump to start flying for a limited time. Repetitively hit the jump button to ascend.\n\n\x82Tip:\x80 To quickly descend while flying, hit the spin button.");
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strcpy(description[i].picname, "");
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strcpy(description[i].skinname, "tails");
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}
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else if (i == 2)
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{
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strcpy(description[i].notes, "\x82Knuckles\x80 is well-\nrounded and can destroy breakable walls simply by touching them, but he can't jump as high as the other two.\n\n\x82""Ability:\x80 Glide & Climb\nDouble jump to glide in the air as long as jump is held. Glide into a wall to climb it.\n\n\x82Tip:\x80 Press spin while climbing to jump off the wall; press jump instead to jump off\nand face away from\nthe wall.");
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strcpy(description[i].picname, "");
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strcpy(description[i].skinname, "knuckles");
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}
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else if (i == 3)
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{
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strcpy(description[i].notes, "\x82Sonic & Tails\x80 team up to take on Dr. Eggman!\nControl Sonic while Tails desperately struggles to keep up.\n\nPlayer 2 can control Tails directly by setting the controls in the options menu.\nTails's directional controls are relative to Player 1's camera.\n\nTails can pick up Sonic while flying and carry him around.");
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strcpy(description[i].picname, "CHRS&T");
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strcpy(description[i].skinname, "sonic&tails");
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}
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else
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{
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strcpy(description[i].notes, "???");
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strcpy(description[i].picname, "");
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strcpy(description[i].skinname, "");
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}
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}
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}
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// ==========================================================================
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// SPECIAL MENU OPTION DRAW ROUTINES GO HERE
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// ==========================================================================
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26
src/m_menu.h
26
src/m_menu.h
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@ -111,9 +111,6 @@ void M_Drawer(void);
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// Called by D_SRB2Main, loads the config file.
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void M_Init(void);
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// Called by D_SRB2Main also, sets up the playermenu and description tables.
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void M_InitCharacterTables(void);
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// Called by intro code to force menu up upon a keypress,
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// does nothing if menu is already up.
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void M_StartControlPanel(void);
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@ -386,27 +383,6 @@ extern I_mutex m_menu_mutex;
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// Call upon joystick hotplug
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void M_SetupJoystickMenu(INT32 arg);
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// Stuff for customizing the player select screen
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typedef struct
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{
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boolean used;
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char notes[441];
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char picname[8];
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char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
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patch_t *charpic;
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UINT8 prev;
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UINT8 next;
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// new character select
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char displayname[SKINNAMESIZE+1];
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SINT8 skinnum[2];
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UINT16 oppositecolor;
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char nametag[8];
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patch_t *namepic;
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UINT16 tagtextcolor;
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UINT16 tagoutlinecolor;
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} description_t;
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// level select platter
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typedef struct
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{
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@ -451,8 +427,6 @@ typedef struct
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INT32 gamemap;
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} saveinfo_t;
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extern description_t description[MAXSKINS];
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extern consvar_t cv_showfocuslost;
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extern consvar_t cv_newgametype, cv_nextmap, cv_chooseskin, cv_serversort;
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extern consvar_t cv_dummygpdifficulty, cv_dummygpencore, cv_dummygpcup;
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