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https://github.com/KartKrewDev/RingRacers.git
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15 changed files with 64 additions and 33 deletions
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@ -105,6 +105,7 @@ boolean server = true; // true or false but !server == client
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#define client (!server)
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boolean nodownload = false;
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boolean serverrunning = false;
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boolean connectedtodedicated = false;
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INT32 serverplayer = 0;
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char motd[254], server_context[8]; // Message of the Day, Unique Context (even without Mumble support)
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@ -1271,6 +1272,7 @@ static boolean SV_SendServerConfig(INT32 node)
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netbuffer->u.servercfg.gamestate = (UINT8)gamestate;
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netbuffer->u.servercfg.gametype = (UINT8)gametype;
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netbuffer->u.servercfg.modifiedgame = (UINT8)modifiedgame;
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netbuffer->u.servercfg.dedicated = (boolean)dedicated;
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netbuffer->u.servercfg.maxplayer = (UINT8)(min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxconnections.value));
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netbuffer->u.servercfg.allownewplayer = cv_allownewplayer.value;
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@ -2502,6 +2504,7 @@ static void Command_connect(void)
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// we don't request a restart unless the filelist differs
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server = false;
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connectedtodedicated = false;
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// Get the server node.
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if (netgame)
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@ -2761,6 +2764,7 @@ void CL_Reset(void)
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multiplayer = false;
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servernode = 0;
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server = true;
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connectedtodedicated = false;
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doomcom->numnodes = 1;
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doomcom->numslots = 1;
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SV_StopServer();
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@ -4274,6 +4278,11 @@ boolean Playing(void)
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return (server && serverrunning) || (client && cl_mode == CL_CONNECTED);
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}
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boolean InADedicatedServer(void)
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{
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return Playing() && (dedicated || connectedtodedicated);
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}
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boolean SV_SpawnServer(void)
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{
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#ifdef TESTERS
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@ -4376,6 +4385,7 @@ void SV_StartSinglePlayerServer(INT32 dogametype, boolean donetgame)
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{
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INT32 lastgametype = gametype;
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server = true;
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connectedtodedicated = false;
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multiplayer = (modeattacking == ATTACKING_NONE);
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joinedIP[0] = '\0'; // Make sure to empty this so that we don't save garbage when we start our own game. (because yes we use this for netgames too....)
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@ -5002,6 +5012,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
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G_SetGametype(netbuffer->u.servercfg.gametype);
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modifiedgame = netbuffer->u.servercfg.modifiedgame;
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connectedtodedicated = netbuffer->u.servercfg.dedicated;
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memcpy(server_context, netbuffer->u.servercfg.server_context, 8);
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@ -231,6 +231,7 @@ struct serverconfig_pak
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UINT8 gametype;
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UINT8 modifiedgame;
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boolean dedicated;
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char server_context[8]; // Unique context id, generated at server startup.
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@ -407,7 +408,7 @@ struct resultsall_pak
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struct say_pak
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{
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char message[HU_MAXMSGLEN];
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char message[HU_MAXMSGLEN + 1];
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UINT8 target;
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UINT8 flags;
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UINT8 source;
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@ -465,7 +466,7 @@ struct doomdata_t
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client3cmd_pak client3pak; // 264 bytes(?)
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client4cmd_pak client4pak; // 324 bytes(?)
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servertics_pak serverpak; // 132495 bytes (more around 360, no?)
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serverconfig_pak servercfg; // 773 bytes
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serverconfig_pak servercfg; // 777 bytes
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UINT8 textcmd[MAXTEXTCMD+2]; // 66049 bytes (wut??? 64k??? More like 258 bytes...)
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char filetxpak[sizeof (filetx_pak)];// 139 bytes
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char fileack[sizeof (fileack_pak)];
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@ -558,6 +559,7 @@ extern boolean server;
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extern boolean serverrunning;
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#define client (!server)
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extern boolean dedicated; // For dedicated server
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extern boolean connectedtodedicated; // Client that is connected to a dedicated server.
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extern UINT16 software_MAXPACKETLENGTH;
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extern boolean acceptnewnode;
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extern SINT8 servernode;
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@ -670,6 +672,7 @@ void CL_UpdateServerList(void);
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void CL_TimeoutServerList(void);
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// Is there a game running
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boolean Playing(void);
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boolean InADedicatedServer(void);
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// Advance client-to-client pubkey verification flow
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void UpdateChallenges(void);
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@ -864,6 +864,7 @@ void D_SRB2Loop(void)
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if (dedicated)
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server = true;
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connectedtodedicated = dedicated;
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// Pushing of + parameters is now done back in D_SRB2Main, not here.
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@ -1597,6 +1598,7 @@ void D_SRB2Main(void)
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// for dedicated server
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dedicated = M_CheckParm("-dedicated") != 0;
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connectedtodedicated = dedicated;
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if (dedicated)
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{
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usedTourney = true;
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@ -3517,15 +3517,7 @@ void G_DoPlayDemoEx(const char *defdemoname, lumpnum_t deflumpnum)
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}
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// end of player read (the 0xFF marker)
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// so this is where we are to read our lua variables (if possible!)
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if (demoflags & DF_LUAVARS) // again, used for compability, lua shit will be saved to replays regardless of if it's even been loaded
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{
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if (!gL) // No Lua state! ...I guess we'll just start one...
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LUA_ClearState();
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// No modeattacking check, DF_LUAVARS won't be present here.
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LUA_UnArchive(&demobuf, false);
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}
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// see the DF_LUAVARS if later, though.
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splitscreen = 0;
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@ -3547,6 +3539,18 @@ void G_DoPlayDemoEx(const char *defdemoname, lumpnum_t deflumpnum)
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G_InitNew((demoflags & DF_ENCORE) != 0, gamemap, true, true); // Doesn't matter whether you reset or not here, given changes to resetplayer.
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// so this is where we are to read our lua variables (if possible!)
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// we read it here because Lua player variables can have mobj references,
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// and not having the map loaded causes crashes if that's the case.
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if (demoflags & DF_LUAVARS) // again, used for compability, lua shit will be saved to replays regardless of if it's even been loaded
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{
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if (!gL) // No Lua state! ...I guess we'll just start one...
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LUA_ClearState();
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// No modeattacking check, DF_LUAVARS won't be present here.
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LUA_UnArchive(&demobuf, false);
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}
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for (i = 0; i < numslots; i++)
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{
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UINT8 j;
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@ -1229,6 +1229,7 @@ boolean I_InitTcpNetwork(void)
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if (M_CheckParm("-server") || dedicated)
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{
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server = true;
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connectedtodedicated = dedicated;
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// If a number of clients (i.e. nodes) is specified, the server will wait for the clients
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// to connect before starting.
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@ -740,8 +740,11 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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case 0:
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P_SetMobjState(mo, S_OVERTIME_BULB1);
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if (leveltime & 1)
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mo->frame += 1;
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if (!cv_reducevfx.value)
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{
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if (leveltime & 1)
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mo->frame += 1;
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}
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//P_SetScale(mo, mapobjectscale);
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zpos += 35 * mo->scale * flip;
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@ -749,10 +752,13 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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case 1:
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P_SetMobjState(mo, S_OVERTIME_LASER);
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if (leveltime & 1)
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mo->frame += 3;
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else
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mo->frame += (leveltime / 2) % 3;
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if (!cv_reducevfx.value)
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{
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if (leveltime & 1)
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mo->frame += 3;
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else
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mo->frame += (leveltime / 2) % 3;
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}
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//P_SetScale(mo, scale);
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zpos += 346 * mo->scale * flip;
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@ -763,8 +769,11 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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case 2:
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P_SetMobjState(mo, S_OVERTIME_BULB2);
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if (leveltime & 1)
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mo->frame += 1;
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if (!cv_reducevfx.value)
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{
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if (leveltime & 1)
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mo->frame += 1;
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}
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//P_SetScale(mo, mapobjectscale);
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break;
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@ -227,7 +227,7 @@ void K_UpdateMatchRaceBots(void)
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{
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const UINT16 defaultbotskin = R_BotDefaultSkin();
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UINT8 difficulty;
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UINT8 pmax = (dedicated ? MAXPLAYERS-1 : MAXPLAYERS);
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UINT8 pmax = (InADedicatedServer() ? MAXPLAYERS-1 : MAXPLAYERS);
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UINT8 numplayers = 0;
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UINT8 numbots = 0;
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UINT8 numwaiting = 0;
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@ -343,12 +343,7 @@ void K_UpdateMatchRaceBots(void)
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if (numbots < wantedbots)
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{
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// We require MORE bots!
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UINT8 newplayernum = 0;
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if (dedicated)
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{
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newplayernum = 1;
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}
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UINT8 newplayernum = InADedicatedServer() ? 1 : 0;
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// Rearrange usable bot skins list to prevent gaps for randomised selection
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if (tutorialchallenge == TUTORIALSKIP_INPROGRESS)
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@ -1098,7 +1098,7 @@ void M_UpdateMenuCMD(UINT8 i, boolean bailrequired, boolean chat_open)
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menucmd[i].buttons = 0;
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// Eat inputs made when chat is open
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if (chat_open)
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if (chat_open && pausemenu.closing)
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return;
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if (G_PlayerInputDown(i, gc_screenshot, mp)) { menucmd[i].buttons |= MBT_SCREENSHOT; }
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@ -489,7 +489,8 @@ static int lib_mMusicRemap(lua_State *L)
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}
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// Do not allow Lua to remap Stereo Mode tunes.
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if (strncmp("stere", tune_id, 5))
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if (strlen(tune_id) > 5
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&& toupper(tune_id[0]) == 'S' && toupper(tune_id[1]) == 'T' && toupper(tune_id[2]) == 'E' && toupper(tune_id[3]) == 'R' && toupper(tune_id[4]) == 'E')
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{
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return LUA_ErrStereo(L, tune_id);
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}
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@ -351,13 +351,12 @@ static int cup_get(lua_State *L)
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lua_pushstring(L, cup->levellist[i]);
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lua_rawseti(L, -2, 1 + i);
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}
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//return UNIMPLEMENTED;
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break;
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case cup_cachedlevels:
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lua_createtable(L, ((cup->numlevels) + (cup->numbonus)), 0);
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for (size_t i = 0; i < ((cup->numlevels) + (cup->numbonus)); i++)
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for (size_t i = 0; i < CUPCACHE_MAX; i++)
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{
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lua_pushnumber(L, cup->cachedlevels[i]);
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lua_pushnumber(L, (cup->cachedlevels[i])+1);
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lua_rawseti(L, -2, 1 + i);
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}
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break;
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@ -525,7 +525,7 @@ void M_CupSelectHandler(INT32 choice)
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{
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M_SetMenuDelay(pid);
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if (cupgrid.builtgrid[CUPMENU_CURSORID] == &dummy_lostandfound)
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if ((cupgrid.builtgrid[CUPMENU_CURSORID] == &dummy_lostandfound) || (cupgrid.builtgrid[CUPMENU_CURSORID] == NULL))
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S_StartSound(NULL, sfx_gshe7);
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else if (!M_IsCupQueueable(cupgrid.builtgrid[CUPMENU_CURSORID]))
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@ -15,6 +15,7 @@
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#include "../../d_netcmd.h"
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#include "../../i_time.h"
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#include "../../k_menu.h"
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#include "../../hu_stuff.h"
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#include "../../k_grandprix.h" // K_CanChangeRules
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#include "../../m_cond.h"
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#include "../../s_sound.h"
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@ -125,6 +126,9 @@ void M_OpenPauseMenu(void)
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pausemenu.openoffset.dist = 0;
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pausemenu.closing = false;
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// Fix specific input error regarding closing netgame chat with escape while a controller is connected (only on Windows?)
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chat_keydown = false;
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itemOn = currentMenu->lastOn = mpause_continue; // Make sure we select "RESUME GAME" by default
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// Now the hilarious balancing act of deciding what options should be enabled and which ones shouldn't be!
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@ -1330,7 +1330,7 @@ void P_DoPlayerExit(player_t *player, pflags_t flags)
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if (grandprixinfo.gp == true
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&& grandprixinfo.eventmode != GPEVENT_SPECIAL
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&& player->bot == false && losing == false)
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&& player->bot == false && losing == false && player->hudrings > 0)
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{
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const UINT8 lifethreshold = 20;
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@ -358,6 +358,7 @@ boolean I_InitNetwork(void)
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if (M_CheckParm("-server") || dedicated)
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{
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server = true;
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connectedtodedicated = dedicated;
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// If a number of clients (i.e. nodes) is specified, the server will wait for the clients
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// to connect before starting.
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@ -260,6 +260,7 @@ static inline VOID OpenTextConsole(void)
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HANDLE ci, co;
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const BOOL tco = M_CheckParm("-console") != 0;
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dedicated = M_CheckParm("-dedicated") != 0;
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connectedtodedicated = dedicated;
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if (!(dedicated || tco))
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return;
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FreeConsole();
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Loading…
Add table
Reference in a new issue