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add a "prev map" key binding #2046
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@@ -147,7 +147,7 @@ | |
CHOICE_VALUE = 0, | ||
} mchoice_t; | ||
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typedef struct | ||
Check warning on line 150 in src/mn_menu.c GitHub Actions / Clang-Tidysrc/mn_menu.c:150:9 [clang-analyzer-optin.performance.Padding]
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{ | ||
short status; // 0 = no cursor here, 1 = ok, 2 = arrows ok | ||
char name[10]; | ||
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@@ -2608,6 +2608,18 @@ | |
} | ||
} | ||
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if (M_InputActivated(input_menu_prevlevel)) | ||
{ | ||
if (demoplayback && singledemo && !PLAYBACK_SKIP) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Not sure about this part. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "Next Level" works during There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
For demos, yes. But for regular play? What if you start the game with There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Yes, I was talking about demos. Sure, we can implement "prev map" without demo playback support. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Demo support for "prev level" would be very useful. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Then it will take a while until we have demo-compatible saves. DSDA-Doom has an implementation of it, but I want to try to extend zone memory with "relative pointers" idea: https://nullprogram.com/blog/2023/09/30/
This would allow us to save/restore the entire playsim with a single |
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{ | ||
return false; | ||
} | ||
else if (G_GotoPrevLevel()) | ||
{ | ||
return true; | ||
} | ||
} | ||
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if (M_InputActivated(input_demo_fforward)) | ||
{ | ||
if (demoplayback && !PLAYBACK_SKIP && !fastdemo && !D_CheckNetConnect()) | ||
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It's config only? We don't have room for it in the "Key Bindings" menu. Maybe we should move player 1-4 to config:
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Yes, that's a good solution.