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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.2
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@@ -59,7 +59,14 @@ PUBLIC void R_BeginRegistration( const char *map )
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++texture_registration_sequence;
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my_snprintf( fullname, sizeof( fullname ), "maps/%s.map", map );
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//my_snprintf( fullname, sizeof( fullname ), "maps/%s.map", map );
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if ( g_version->value == SPEAROFDESTINY && currentMap.episode >= 6 && currentMap.episode < 10) //add if/else... gsh
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my_snprintf( fullname, sizeof( fullname ), "%s.map", map );
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else if (currentMap.episode >= 10)
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my_snprintf( fullname, sizeof( fullname ), "%s.map", map );
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else
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my_snprintf( fullname, sizeof( fullname ), "maps/%s.map", map );
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// Door_ResetDoors( &r_world->Doors );
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Powerup_Reset();
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@@ -74,13 +81,13 @@ PUBLIC void R_BeginRegistration( const char *map )
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if( r_world == NULL )
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{
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Com_Printf( "Could not load map (%s)\n", map );
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Com_Printf( "Could not load map (%s) in R_BeginRegistration\n", map );
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return;
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}
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levelstate.floornum = floornumber;
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if( g_version->value == SPEAROFDESTINY )
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if( g_version->value == SPEAROFDESTINY && currentMap.episode >= 6 && currentMap.episode < 9) //added the episode check... gsh)
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{
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if( strlen( map ) >= 2 )
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{
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