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https://github.com/id-Software/Wolf3D-iOS.git
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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.1
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91
wolf3d/code/wolf/wolf_client_main.c
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91
wolf3d/code/wolf/wolf_client_main.c
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/*
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Copyright (C) 2004 Michael Liebscher
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../wolfiphone.h"
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Client_PrepRefresh( const char *r_mapname )
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{
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char mapname[ 32 ];
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if( ! r_mapname || ! *r_mapname )
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{
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return;
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}
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if( g_version->value == SPEAROFDESTINY )
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{
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spritelocation = SODSPRITESDIRNAME;
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}
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else
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{
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spritelocation = WL6SPRITESDIRNAME;
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}
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my_strlcpy( mapname, r_mapname, sizeof( mapname ) ); // skip "maps/"
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// !@# fix crash bug if you type something short...
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if ( strlen( mapname ) > 4 && !strcmp( mapname + strlen( mapname ) - 4, ".map" ) ) {
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mapname[ strlen( mapname ) - 4 ] = '\0'; // cut off ".map"
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}
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// register models, pics, and skins
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R_BeginRegistration( mapname );
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if( r_world == NULL )
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{
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return;
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}
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Com_Printf( "Map: %s\n", r_world->mapName );
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Level_ScanInfoPlane( r_world ); // Spawn items/guards
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Com_Printf( "Spawning Entities\n" );
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PL_Spawn( r_world->pSpawn, r_world ); // Spawn Player
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Com_Printf( "Caching Textures and Sounds\n" );
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Level_PrecacheTextures_Sound( r_world );
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// clear any lines of console text
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Con_ClearNotify();
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Sound_StartBGTrack( levelData.musicName, levelData.musicName );
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Player.playstate = ex_playing;
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}
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int tics;
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