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author | Simon Howard | 2006-01-22 23:33:32 +0000 |
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committer | Simon Howard | 2006-01-22 23:33:32 +0000 |
commit | 7af6eb93b6a24d04d77f4d488a183a64ae736dcc (patch) | |
tree | 7534e201a4fc9f05fca5ae32287ca1822a542f4b /src/g_game.c | |
parent | 6043f76a8a44d6900b42dcdcfe78f20a0be91431 (diff) | |
download | chocolate-doom-7af6eb93b6a24d04d77f4d488a183a64ae736dcc.tar.gz chocolate-doom-7af6eb93b6a24d04d77f4d488a183a64ae736dcc.tar.bz2 chocolate-doom-7af6eb93b6a24d04d77f4d488a183a64ae736dcc.zip |
Allow changing the sky texture names via dehacked patches
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 324
Diffstat (limited to 'src/g_game.c')
-rw-r--r-- | src/g_game.c | 33 |
1 files changed, 21 insertions, 12 deletions
diff --git a/src/g_game.c b/src/g_game.c index 8c1da54b..5868f751 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1,7 +1,7 @@ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // -// $Id: g_game.c 300 2006-01-19 18:46:24Z fraggle $ +// $Id: g_game.c 324 2006-01-22 23:33:32Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard @@ -22,6 +22,9 @@ // 02111-1307, USA. // // $Log$ +// Revision 1.21 2006/01/22 23:33:32 fraggle +// Allow changing the sky texture names via dehacked patches +// // Revision 1.20 2006/01/19 18:46:24 fraggle // Move savegame header read/write code into p_saveg.c // @@ -105,7 +108,7 @@ static const char -rcsid[] = "$Id: g_game.c 300 2006-01-19 18:46:24Z fraggle $"; +rcsid[] = "$Id: g_game.c 324 2006-01-22 23:33:32Z fraggle $"; #include <string.h> #include <stdlib.h> @@ -552,6 +555,7 @@ extern gamestate_t wipegamestate; void G_DoLoadLevel (void) { + char *skytexturename; int i; // Set the sky map. @@ -559,37 +563,42 @@ void G_DoLoadLevel (void) // a flat. The data is in the WAD only because // we look for an actual index, instead of simply // setting one. - skyflatnum = R_FlatNumForName ( SKYFLATNAME ); + skyflatnum = R_FlatNumForName(DEH_String(SKYFLATNAME)); // DOOM determines the sky texture to be used // depending on the current episode, and the game version. - if ( gamemode == commercial) + if (gamemode == commercial) { - skytexture = R_TextureNumForName ("SKY3"); + skytexturename = "SKY3"; if (gamemap < 12) - skytexture = R_TextureNumForName ("SKY1"); + skytexturename = "SKY1"; else if (gamemap < 21) - skytexture = R_TextureNumForName ("SKY2"); + skytexturename = "SKY2"; } else + { switch (gameepisode) { + default: case 1: - skytexture = R_TextureNumForName ("SKY1"); + skytexturename = "SKY1"; break; case 2: - skytexture = R_TextureNumForName ("SKY2"); + skytexturename = "SKY2"; break; case 3: - skytexture = R_TextureNumForName ("SKY3"); + skytexturename = "SKY3"; break; case 4: // Special Edition sky - skytexture = R_TextureNumForName ("SKY4"); + skytexturename = "SKY4"; break; } - + } + + skytexture = R_TextureNumForName(skytexturename); + levelstarttic = gametic; // for time calculation if (wipegamestate == GS_LEVEL) |