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
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D2X-Rebirth Changelog
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20120427
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--------
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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
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20120424
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--------
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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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@ -114,6 +114,7 @@ void drop_player_eggs(object *player); // from collide.c
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//
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int multi_protocol=0; // set and determinate used protocol
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int imulti_new_game=0; // to prep stuff for level only when starting new game
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extern vms_vector MarkerPoint[];
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extern char MarkerMessage[16][40];
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@ -517,6 +518,7 @@ multi_new_game(void)
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}
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team_kills[0] = team_kills[1] = 0;
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imulti_new_game=1;
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multi_quit_game = 0;
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Show_kill_list = 1;
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game_disable_cheats();
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@ -3332,7 +3334,8 @@ void multi_prep_level(void)
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{
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PKilledFlags[i]=1;
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multi_sending_message[i] = 0;
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init_player_stats_new_ship(i);
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if (imulti_new_game)
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init_player_stats_new_ship(i);
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}
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for (i = 0; i < NumNetPlayerPositions; i++)
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@ -3533,6 +3536,7 @@ void multi_prep_level(void)
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reset_player_object();
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imulti_new_game=0;
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}
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int multi_level_sync(void)
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@ -68,7 +68,7 @@ extern int multi_protocol; // set and determinate used protocol
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// 3 Descent II Shareware
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// 4 Descent II Commercial
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// > 4 DXX-Rebirth
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#define MULTI_PROTO_VERSION 12
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#define MULTI_PROTO_VERSION 13
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// PROTOCOL VARIABLES AND DEFINES - END
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