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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, 1.0
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95
wolf3d/newCode/wolf/wolf_sv_ccmds.c
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95
wolf3d/newCode/wolf/wolf_sv_ccmds.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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extern void Client_PrepRefresh( const char *r_mapname );
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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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PRIVATE void SV_GameMap_f( void )
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{
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char *map;
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char r_mapname[ 32 ];
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if( Cmd_Argc() != 2 )
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{
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Com_Printf( "USAGE: gamemap <map>\n" );
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return;
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}
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// Com_DPrintf( "SV_GameMap( %s )\n", Cmd_Argv( 1 ) );
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FS_CreatePath( va( "%s/save/current/", FS_Gamedir() ) );
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// check for clearing the current savegame
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map = Cmd_Argv( 1 );
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// start up the next map
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my_strlcpy( r_mapname, Cmd_Argv( 1 ), sizeof( r_mapname ) );
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Client_PrepRefresh( r_mapname );
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}
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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 Map_f( void )
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{
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char *map;
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char expanded[ MAX_GAMEPATH ];
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// Check to make sure the level exists.
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map = Cmd_Argv( 1 );
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if( ! strstr( map, "." ) )
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{
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my_snprintf( expanded, sizeof( expanded ), "maps/%s.map", map );
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}
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else
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{
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my_snprintf( expanded, sizeof( expanded ), "maps/%s", map );
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}
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//sv.state = ss_dead; // don't save current level when changing
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// SV_WipeSavegame( "current" );
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SV_GameMap_f();
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}
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