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Add changerespawncolour()
script command
This command simply changes the color that the player respawns with upon death. The respawn color also persists through custom save files. Closes #830.
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8e61a04937
4 changed files with 17 additions and 1 deletions
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@ -363,6 +363,8 @@ void Game::init(void)
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disableaudiopause = false;
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disabletemporaryaudiopause = true;
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inputdelay = false;
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respawncolour = 0;
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}
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void Game::lifesequence(void)
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@ -5198,6 +5200,10 @@ void Game::customloadquick(const std::string& savfile)
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{
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map.showtrinkets = help.Int(pText);
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}
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else if (SDL_strcmp(pKey, "respawncolour") == 0)
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{
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respawncolour = help.Int(pText);
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}
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}
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@ -5670,6 +5676,8 @@ bool Game::customsavequick(const std::string& savfile)
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xml::update_tag(msgs, "showtrinkets", (int) map.showtrinkets);
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xml::update_tag(msgs, "respawncolour", respawncolour);
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std::string summary = savearea + ", " + timestring();
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xml::update_tag(msgs, "summary", summary.c_str());
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@ -481,6 +481,8 @@ public:
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bool disableaudiopause;
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bool disabletemporaryaudiopause;
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bool inputdelay;
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int respawncolour;
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};
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#ifndef GAME_DEFINITION
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@ -833,7 +833,7 @@ void mapclass::resetplayer(const bool player_died)
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obj.entities[i].newyp = obj.entities[i].yp;
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obj.entities[i].dir = game.savedir;
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obj.entities[i].colour = 0;
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obj.entities[i].colour = game.respawncolour;
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if (player_died)
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{
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game.lifeseq = 10;
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@ -1672,6 +1672,10 @@ void scriptclass::run(void)
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obj.entities[i].colour = getcolorfromname(words[1]);
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}
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}
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else if (words[0] == "changerespawncolour")
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{
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game.respawncolour = getcolorfromname(words[1]);
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}
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else if (words[0] == "altstates")
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{
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obj.altstates = ss_toi(words[1]);
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@ -3184,6 +3188,8 @@ void scriptclass::hardreset(void)
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game.disabletemporaryaudiopause = true;
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game.respawncolour = 0;
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//dwgraphicsclass
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graphics.backgrounddrawn = false;
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graphics.textbox.clear();
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