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Ceremony gamestate
Doesn't work
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e47f46d3bc
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5 changed files with 38 additions and 2 deletions
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@ -381,6 +381,7 @@ static void D_Display(void)
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}
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}
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/* FALLTHRU */
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/* FALLTHRU */
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case GS_LEVEL:
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case GS_LEVEL:
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case GS_CEREMONY:
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if (!gametic)
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if (!gametic)
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break;
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break;
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HU_Erase();
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HU_Erase();
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@ -3132,3 +3132,28 @@ void F_TextPromptTicker(void)
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animtimer--;
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animtimer--;
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}
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}
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}
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}
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boolean F_StartCeremony(void)
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{
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INT32 podiumMapNum = nummapheaders;
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wipegamestate = GS_CEREMONY;
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if (podiummap
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&& ((podiumMapNum = G_MapNumber(podiummap)) < nummapheaders)
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&& mapheaderinfo[podiumMapNum]
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&& mapheaderinfo[podiumMapNum]->lumpnum != LUMPERROR)
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{
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gamemap = podiumMapNum+1;
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maptol = mapheaderinfo[gamemap-1]->typeoflevel;
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globalweather = mapheaderinfo[gamemap-1]->weather;
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G_DoLoadLevel(false);
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G_SetGamestate(GS_CEREMONY);
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return true;
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}
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return false;
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}
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@ -78,6 +78,7 @@ void F_StartIntro(void);
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void F_StartTitleScreen(void);
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void F_StartTitleScreen(void);
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void F_StartEnding(void);
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void F_StartEnding(void);
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void F_StartCredits(void);
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void F_StartCredits(void);
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boolean F_StartCeremony(void);
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extern INT32 finalecount;
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extern INT32 finalecount;
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extern INT32 titlescrollxspeed;
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extern INT32 titlescrollxspeed;
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12
src/g_game.c
12
src/g_game.c
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@ -2230,6 +2230,12 @@ void G_Ticker(boolean run)
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F_TitleScreenTicker(run);
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F_TitleScreenTicker(run);
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break;
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break;
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case GS_CEREMONY:
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P_Ticker(run);
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ST_Ticker(run);
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HU_Ticker();
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break;
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case GS_WAITINGPLAYERS:
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case GS_WAITINGPLAYERS:
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if (netgame)
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if (netgame)
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F_WaitingPlayersTicker();
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F_WaitingPlayersTicker();
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@ -4258,8 +4264,10 @@ void G_EndGame(void)
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{
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{
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if (nextmap == NEXTMAP_CEREMONY) // end game with ceremony
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if (nextmap == NEXTMAP_CEREMONY) // end game with ceremony
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{
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{
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/*F_StartEnding(); -- temporary
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if (F_StartCeremony() == true)
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return;*/
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{
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return;
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}
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}
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}
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if (nextmap == NEXTMAP_CREDITS) // end game with credits
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if (nextmap == NEXTMAP_CREDITS) // end game with credits
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{
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{
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@ -36,6 +36,7 @@ typedef enum
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GS_CREDITS, // credit sequence
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GS_CREDITS, // credit sequence
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GS_EVALUATION, // Evaluation at the end of a game.
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GS_EVALUATION, // Evaluation at the end of a game.
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GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?"
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GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?"
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GS_CEREMONY, // RR: Podium sequence
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// Hardcoded fades or other fading methods
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// Hardcoded fades or other fading methods
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GS_INTRO, // introduction
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GS_INTRO, // introduction
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