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https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-23 15:52:41 +02:00
mpsetups: fixed reverse pitch/look ahead being reset when the mpsetups file is created for the first time
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5 files changed
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-13
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@@ -910,5 +910,5 @@ void mpsetupCopyAllFromPak()
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}
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// to reset the mp setup
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mpInit();
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mpInit(false);
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}
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+1
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@@ -259,7 +259,7 @@ void mainInit(void)
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frametimeInit();
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profileInit();
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smokesInit();
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mpInit();
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mpInit(true);
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pheadInit();
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paksInit();
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pheadInit2();
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+1
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@@ -2764,7 +2764,7 @@ MenuDialogHandlerResult filemgrMainMenuDialog(s32 operation, struct menudialogde
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g_Menus[g_MpPlayerNum].fm.filetypeplusone = 0;
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filelistCreate(0, FILETYPE_GAME);
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mpInit();
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mpInit(true);
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// Set MP player names to "Player 1" through 4 if blank
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for (i = 0; i < MAX_PLAYERS; i++) {
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@@ -518,12 +518,6 @@ void mpPlayerSetDefaults(s32 playernum, bool autonames)
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for (i = 0; i < ARRAYCOUNT(g_PlayerConfigsArray); i++) {
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g_PlayerConfigsArray[playernum].gunfuncs[i] = 0;
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}
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#ifndef PLATFORM_N64
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for (i = 0; i < ARRAYCOUNT(g_MpWeapons); i++) {
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g_MpWeaponSetRandomFilters[i] = 1;
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}
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#endif
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}
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void func0f1881d4(s32 index)
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@@ -535,7 +529,7 @@ void func0f1881d4(s32 index)
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g_BotConfigsArray[index].difficulty = BOTDIFF_DISABLED;
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}
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void mpInit(void)
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void mpInit(bool resetplayers)
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{
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s32 i;
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s32 j;
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@@ -568,8 +562,10 @@ void mpInit(void)
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strcpy(g_MpSetup.name, "");
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for (i = 0; i < ARRAYCOUNT(g_PlayerConfigsArray); i++) {
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mpPlayerSetDefaults(i, false);
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if (resetplayers) {
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for (i = 0; i < ARRAYCOUNT(g_PlayerConfigsArray); i++) {
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mpPlayerSetDefaults(i, false);
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}
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}
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for (i = 0; i < MAX_BOTS; i++) {
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@@ -606,6 +602,12 @@ void mpInit(void)
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for (i = 0; i < ARRAYCOUNT(g_Menus); i++) {
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g_Menus[i].mpsetup.showpresets = 1;
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}
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#ifndef PLATFORM_N64
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for (i = 0; i < ARRAYCOUNT(g_MpWeapons); i++) {
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g_MpWeaponSetRandomFilters[i] = 1;
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}
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#endif
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}
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#if VERSION >= VERSION_PAL_BETA
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@@ -13,7 +13,7 @@ void func0f187fbc(s32 playernum);
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void func0f187fec(void);
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void mpPlayerSetDefaults(s32 playernum, bool autonames);
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void func0f1881d4(s32 index);
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void mpInit(void);
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void mpInit(bool resetplayers);
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void mpGetTeamsWithDefaultName(u8 *mask);
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void mpSetTeamNamesToDefault(u8 mask);
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void mpSetDefaultNamesIfEmpty(void);
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