allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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@ -4,6 +4,7 @@ D2X-Rebirth Changelog
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--------
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main/game.c: In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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main/net_udp.c: when updating game info also check for player connected status in case we send to everyone
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main/gamecntl.c, main/object.c: allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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20120515
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--------
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@ -510,7 +510,7 @@ int HandleDeathInput(d_event *event)
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{
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int key = event_key_get(event);
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if (Player_exploded && !key_isfunc(key) && key)
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if (Player_exploded && !key_isfunc(key) && key != KEY_PAUSE && key)
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Death_sequence_aborted = 1; //Any key but func or modifier aborts
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if (key == KEY_ESC)
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if (ConsoleObject->flags & OF_EXPLODING)
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@ -1595,12 +1595,13 @@ void dead_player_frame(void)
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if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
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if (!Player_exploded) {
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if (Players[Player_num].hostages_on_board > 1)
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HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
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else if (Players[Player_num].hostages_on_board == 1)
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HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_1);
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else
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HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_0);
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if (Players[Player_num].hostages_on_board > 1)
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HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
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else if (Players[Player_num].hostages_on_board == 1)
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HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_1);
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else
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HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_0);
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Players[Player_num].hostages_on_board = 0;
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Player_exploded = 1;
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#ifdef NETWORK
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@ -1900,7 +1901,6 @@ void object_move_one( object * obj )
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if ( keyd_pressed[KEY_PAD5] ) slew_stop( obj );
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if ( keyd_pressed[KEY_NUMLOCK] ) {
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slew_reset_orient( obj );
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* (ubyte *) 0x417 &= ~0x20; //kill numlock
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}
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slew_frame(0 ); // Does velocity addition for us.
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break;
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