Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level; Removed long obsolete control_invul_time varible

This commit is contained in:
zicodxx 2012-04-27 02:09:46 +02:00
parent e23535ffe8
commit 0472e76895
4 changed files with 11 additions and 8 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20120427
--------
main/inferno.c, main/multi.c, main/multi.h: Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level; Removed long obsolete control_invul_time varible
20120424
--------
main/gauges.c: little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else

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@ -358,10 +358,6 @@ int main(int argc, char *argv[])
select_tmap(GameArg.DbgTexMap);
#ifdef NETWORK
control_invul_time = 0;
#endif
con_printf(CON_VERBOSE, "Going into graphics mode...\n");
gr_set_mode(Game_screen_mode);

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@ -96,8 +96,8 @@ void multi_do_gmode_update(char *buf);
//
int multi_protocol=0; // set and determinate used protocol
int imulti_new_game=0; // to prep stuff for level only when starting new game
int control_invul_time = 0;
int who_killed_controlcen = -1; // -1 = noone
//do we draw the kill list on the HUD?
@ -432,6 +432,7 @@ multi_new_game(void)
}
team_kills[0] = team_kills[1] = 0;
imulti_new_game=1;
multi_quit_game = 0;
Show_kill_list = 1;
game_disable_cheats();
@ -3029,7 +3030,8 @@ multi_prep_level(void)
{
PKilledFlags[i]=1;
multi_sending_message[i] = 0;
init_player_stats_new_ship(i);
if (imulti_new_game)
init_player_stats_new_ship(i);
}
for (i = 0; i < NumNetPlayerPositions; i++)
@ -3167,6 +3169,8 @@ multi_prep_level(void)
ConsoleObject->control_type = CT_FLYING;
reset_player_object();
imulti_new_game=0;
}
int multi_level_sync(void)

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@ -72,7 +72,7 @@ extern int multi_protocol; // set and determinate used protocol
// 3 Descent II Shareware
// 4 Descent II Commercial
// > 4 DXX-Rebirth
#define MULTI_PROTO_VERSION 12
#define MULTI_PROTO_VERSION 13
// PROTOCOL VARIABLES AND DEFINES - END
@ -307,7 +307,6 @@ extern void multi_send_message_start();
extern int multi_powerup_is_4pack(int);
extern void multi_message_feedback();
extern int control_invul_time;
extern int Bounty_target;
extern bitmap_index multi_player_textures[MAX_PLAYERS][N_PLAYER_SHIP_TEXTURES];