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ACS: Add IsNetworkGame
- Mimics existing ZDoom(/Hexen?) ACS function for checking Netgame status
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3 changed files with 16 additions and 0 deletions
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@ -926,6 +926,20 @@ bool CallFunc_Timer(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word
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return false;
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}
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/*--------------------------------------------------
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bool CallFunc_IsNetworkGame(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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Pushes netgame status to ACS.
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--------------------------------------------------*/
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bool CallFunc_IsNetworkGame(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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{
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(void)argV;
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(void)argC;
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thread->dataStk.push(netgame);
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return false;
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}
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/*--------------------------------------------------
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bool CallFunc_SectorSound(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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@ -53,6 +53,7 @@ bool CallFunc_PlayerCount(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM:
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bool CallFunc_GameType(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_GameSpeed(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_Timer(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_IsNetworkGame(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_SectorSound(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_AmbientSound(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_SetLineTexture(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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@ -90,6 +90,7 @@ Environment::Environment()
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addCodeDataACS0(100, {"", 3, addCallFunc(CallFunc_ThingSound)});
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addCodeDataACS0(101, {"", 0, addCallFunc(CallFunc_EndPrintBold)});
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addCodeDataACS0(118, {"", 0, addCallFunc(CallFunc_IsNetworkGame)});
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addCodeDataACS0(119, {"", 0, addCallFunc(CallFunc_PlayerTeam)});
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addCodeDataACS0(120, {"", 0, addCallFunc(CallFunc_PlayerRings)});
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