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DEVELOP: let us spectate or pause the game at all times
TODO: This should be available as a debugging option at release, since it would be useful for addon authors. I don't want to make more cvars, those are getting cluttered and should maybe be coalesced into a single debugging option.
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5 changed files with 24 additions and 0 deletions
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@ -3690,11 +3690,14 @@ static void Command_Pause(void)
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CONS_Printf(M_GetText("You can't pause here.\n"));
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CONS_Printf(M_GetText("You can't pause here.\n"));
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return;
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return;
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}
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}
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// TODO: this would make a great debug feature for release
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#ifndef DEVELOP
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else if (modeattacking) // in time attack, pausing restarts the map
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else if (modeattacking) // in time attack, pausing restarts the map
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{
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{
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//M_ModeAttackRetry(0); // directly call from m_menu;
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//M_ModeAttackRetry(0); // directly call from m_menu;
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return;
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return;
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}
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}
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#endif
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SendNetXCmd(XD_PAUSE, &buf, 2);
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SendNetXCmd(XD_PAUSE, &buf, 2);
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}
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}
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@ -3715,8 +3718,11 @@ static void Got_Pause(UINT8 **cp, INT32 playernum)
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return;
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return;
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}
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}
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// TODO: this would make a great debug feature for release
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#ifndef DEVELOP
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if (modeattacking && !demo.playback)
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if (modeattacking && !demo.playback)
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return;
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return;
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#endif
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paused = READUINT8(*cp);
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paused = READUINT8(*cp);
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dedicatedpause = READUINT8(*cp);
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dedicatedpause = READUINT8(*cp);
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@ -3318,6 +3318,10 @@ boolean G_GametypeHasTeams(void)
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//
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//
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boolean G_GametypeHasSpectators(void)
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boolean G_GametypeHasSpectators(void)
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{
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{
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// TODO: this would make a great debug feature for release
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#ifdef DEVELOP
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return true;
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#endif
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return (netgame || (multiplayer && demo.netgame));
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return (netgame || (multiplayer && demo.netgame));
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}
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}
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@ -127,7 +127,10 @@ void K_CheckBumpers(void)
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{
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{
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if (nobumpers > 0 && nobumpers >= numingame)
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if (nobumpers > 0 && nobumpers >= numingame)
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{
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{
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// TODO: this would make a great debug feature for release
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#ifndef DEVELOP
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P_DoAllPlayersExit(PF_NOCONTEST, false);
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P_DoAllPlayersExit(PF_NOCONTEST, false);
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#endif
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return;
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return;
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}
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}
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}
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}
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@ -1998,7 +1998,15 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
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if (!player->exiting && (specialstageinfo.valid == true || modeattacking & ATTACKING_SPB))
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if (!player->exiting && (specialstageinfo.valid == true || modeattacking & ATTACKING_SPB))
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{
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{
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// TODO: this would make a great debug feature for release
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#ifdef DEVELOP
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if (type != DMG_SPECTATOR)
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{
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P_DoPlayerExit(player, PF_NOCONTEST);
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}
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#else
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P_DoPlayerExit(player, PF_NOCONTEST);
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P_DoPlayerExit(player, PF_NOCONTEST);
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#endif
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}
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}
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if (player->exiting)
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if (player->exiting)
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@ -11841,7 +11841,10 @@ void P_SpawnPlayer(INT32 playernum)
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}
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}
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else // Otherwise, never spectator.
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else // Otherwise, never spectator.
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{
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{
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// TODO: this would make a great debug feature for release
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#ifndef DEVELOP
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p->spectator = false;
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p->spectator = false;
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#endif
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}
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}
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}
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}
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