In editor builds the intro & sneak peak will open the scenario editor.

This commit is contained in:
Justin Marshall
2020-06-23 19:23:21 -07:00
parent 6d50fb6fca
commit 96bc8e95ff
7 changed files with 119 additions and 19 deletions
+30 -1
View File
@@ -1294,6 +1294,34 @@ bool Select_Game(bool fade)
** Play a VQ
*/
case SEL_INTRO:
// jmarshall
#ifdef SCENARIO_EDITOR
Debug_Map = true;
Clear_Scenario();
//Scen.Set_Scenario_Name(1, SCEN_PLAYER_SPAIN, SCEN_DIR_EAST, SCEN_VAR_A);
strcpy(Scen.ScenarioName, "DEFAULTMAP.INI");
/*
** Create houses
*/
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
new HouseClass(house);
}
PlayerPtr = HouseClass::As_Pointer(HOUSE_SPAIN);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_USSR;
//LastHouse = HOUSE_GOOD;
Fill_In_Data();
//Size_Map(-1, -1, 30, 30);
Scen.Waypoint[WAYPT_REINF] = XY_Cell(Map.MapCellX + Map.MapCellWidth / 2, Map.MapCellY + Map.MapCellHeight / 2);
Scen.Waypoint[WAYPT_HOME] = XY_Cell(Map.MapCellX + Map.MapCellWidth / 2, Map.MapCellY + Map.MapCellHeight / 2);
// (*this)[TacticalCoord].IsWaypoint = 1;
Map.Flag_Cell(Coord_Cell(Map.TacticalCoord));
Map.Set_Tactical_Position(Cell_Coord(Scen.Waypoint[WAYPT_HOME] - (MAP_CELL_W * 4 * RESFACTOR) - (5 * RESFACTOR)));
Go_Editor(true);
process = false;
Debug_SkipBriefing = true;
#else
Theme.Fade_Out();
if (Debug_Flag) {
@@ -1313,7 +1341,8 @@ bool Select_Game(bool fade)
display = true;
fade = true;
selection = SEL_NONE;
#endif
// jmarshall end
break;
/*