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display tally screen after ExM8

Thanks Sector 147 for requesting this in the forums and @JNechaevsky
for performing some checks and adding to the discussion, fixes #404.
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fabiangreffrath committed Apr 11, 2019
1 parent 6f55f98 commit 2b1a384c7a39bd7e6e0af121b0de91b3bc56f70f
Showing with 19 additions and 0 deletions.
  1. +12 −0 src/doom/g_game.c
  2. +7 −0 src/doom/wi_stuff.c
@@ -1656,9 +1656,12 @@ void G_DoCompleted (void)
{
switch(gamemap)
{
// [crispy] display tally screen after ExM8
/*
case 8:
gameaction = ga_victory;
return;
*/
case 9:
for (i=0 ; i<MAXPLAYERS ; i++)
players[i].didsecret = true;
@@ -1667,6 +1670,8 @@ void G_DoCompleted (void)
}
}

// [crispy] disable redundant code
/*
//#if 0 Hmmm - why?
if ( (gamemap == 8)
&& (gamemode != commercial) )
@@ -1684,6 +1689,7 @@ void G_DoCompleted (void)
players[i].didsecret = true;
}
//#endif
*/


wminfo.didsecret = players[consoleplayer].didsecret;
@@ -1907,6 +1913,12 @@ void G_WorldDone (void)
break;
}
}
// [crispy] display tally screen after ExM8
else
if ( gamemap == 8 )
{
gameaction = ga_victory;
}
}

void G_DoWorldDone (void)
@@ -802,6 +802,13 @@ static boolean snl_pointeron = false;

void WI_initShowNextLoc(void)
{
// [crispy] display tally screen after ExM8
if ((gamemode != commercial) && (gamemap == 8))
{
G_WorldDone();
return;
}

state = ShowNextLoc;
acceleratestage = 0;
cnt = SHOWNEXTLOCDELAY * TICRATE;

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