//called when the player is starting a new level for normal game model StartNewLevel(int level_num) { if (!(Game_mode & GM_MULTI)) { do_briefing_screens(level_num); } StartNewLevelSub(level_num, 1 ); }
//called when the player is starting a new level for normal game model void StartNewLevel(int level_num) { GameTime = FrameTime; load_custom_data(get_level_file(level_num)); if (!(Game_mode & GM_MULTI)) { do_briefing_screens(level_num); } StartNewLevelSub(level_num, 1 ); }
//called when the player is starting a new level for normal game model void StartNewLevel(int level_num) { hide_menus(); GameTime64 = 0; ThisLevelTime=0; if (!(Game_mode & GM_MULTI)) { do_briefing_screens(Briefing_text_filename, level_num); } StartNewLevelSub(level_num, 1, 0 ); }
int state_restore_all_sub(char *filename, int multi) { int ObjectStartLocation; int BogusSaturnShit = 0; int version,i, j, segnum; object * obj; FILE *fp; int current_level, next_level; int between_levels; char mission[16]; char desc[DESC_LENGTH+1]; char id[5]; char org_callsign[CALLSIGN_LEN+16]; if ( Game_mode & GM_MULTI ) { #ifdef MULTI_SAVE if ( !FindArg( "-multisave" ) ) #endif return 0; } fp = fopen( filename, "rb" ); if ( !fp ) return 0; //Read id fread( id, sizeof(char)*4, 1, fp ); if ( memcmp( id, dgss_id, 4 )) { fclose(fp); return 0; } //Read version fread( &version, sizeof(int), 1, fp ); if (version < STATE_COMPATIBLE_VERSION) { fclose(fp); return 0; } // Read description fread( desc, sizeof(char)*DESC_LENGTH, 1, fp ); // Skip the current screen shot... fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR ); // Read the Between levels flag... fread( &between_levels, sizeof(int), 1, fp ); // Read the mission info... fread( mission, sizeof(char)*9, 1, fp ); #ifdef MAC_SHAREWARE if (strcmp(mission, "") ) { nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission ); fclose(fp); return 0; } #else if (!load_mission_by_name( mission )) { nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission ); fclose(fp); return 0; } #endif //Read level info fread( ¤t_level, sizeof(int), 1, fp ); fread( &next_level, sizeof(int), 1, fp ); //Restore GameTime fread( &GameTime, sizeof(fix), 1, fp ); // Start new game.... if (!multi) { Game_mode = GM_NORMAL; Function_mode = FMODE_GAME; #ifdef NETWORK change_playernum_to(0); #endif strcpy( org_callsign, Players[0].callsign ); N_players = 1; InitPlayerObject(); //make sure player's object set up init_player_stats_game(); //clear all stats } else { strcpy( org_callsign, Players[Player_num].callsign ); } //Read player info if ( between_levels ) { int saved_offset; fread( &Players[Player_num], sizeof(player), 1, fp ); saved_offset = ftell(fp); fclose( fp ); do_briefing_screens(next_level); fp = fopen( filename, "rb" ); fseek( fp, saved_offset, SEEK_SET ); StartNewLevelSub( next_level, 0 ); } else { StartNewLevelSub(current_level, 0); fread( &Players[Player_num], sizeof(player), 1, fp ); } strcpy( Players[Player_num].callsign, org_callsign ); // Set the right level if ( between_levels ) Players[Player_num].level = next_level; // Restore the weapon states fread( &Primary_weapon, sizeof(byte), 1, fp ); fread( &Secondary_weapon, sizeof(byte), 1, fp ); select_weapon(Primary_weapon, 0, 0, 0); select_weapon(Secondary_weapon, 1, 0, 0); // Restore the difficulty level fread( &Difficulty_level, sizeof(int), 1, fp ); // Restore the cheats enabled flag fread( &Cheats_enabled, sizeof(int), 1, fp ); fread( &Game_turbo_mode, sizeof(int), 1, fp ); if ( !between_levels ) { Do_appearance_effect = 0; // Don't do this for middle o' game stuff. ObjectStartLocation = ftell( fp ); RetryObjectLoading: //Clear out all the objects from the lvl file for (segnum=0; segnum <= Highest_segment_index; segnum++) Segments[segnum].objects = -1; reset_objects(1); //Read objects, and pop 'em into their respective segments. fread( &i, sizeof(int), 1, fp ); Highest_object_index = i-1; if ( !BogusSaturnShit ) fread( Objects, sizeof(object)*i, 1, fp ); else { ubyte tmp_object[sizeof(object)]; for (i=0; i<=Highest_object_index; i++ ) { fread( tmp_object, sizeof(object)-3, 1, fp ); // Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field. memcpy( &Objects[i], tmp_object, sizeof(object)-3 ); Objects[i].rtype.pobj_info.alt_textures = -1; } } Object_next_signature = 0; for (i=0; i<=Highest_object_index; i++ ) { obj = &Objects[i]; obj->rtype.pobj_info.alt_textures = -1; segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; if ( obj->type != OBJ_NONE ) { // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { if ( (segnum<0) || (segnum>Highest_segment_index) ) { BogusSaturnShit = 1; mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Object:%d)\n", i )); fseek( fp, ObjectStartLocation, SEEK_SET ); goto RetryObjectLoading; } } obj_link(i,segnum); if ( obj->signature > Object_next_signature ) Object_next_signature = obj->signature; } } special_reset_objects(); Object_next_signature++; //Restore wall info fread( &i, sizeof(int), 1, fp ); Num_walls = i; // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) { BogusSaturnShit = 1; mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Num_walls)\n" )); fseek( fp, ObjectStartLocation, SEEK_SET ); goto RetryObjectLoading; } } fread( Walls, sizeof(wall)*Num_walls, 1, fp ); // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { for (i=0; i<Num_walls; i++ ) { if ( (Walls[i].segnum<0) || (Walls[i].segnum>Highest_segment_index) || (Walls[i].sidenum<-1) || (Walls[i].sidenum>5) ) { BogusSaturnShit = 1; mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Wall %d)\n", i )); fseek( fp, ObjectStartLocation, SEEK_SET ); goto RetryObjectLoading; } } } //Restore door info fread( &i, sizeof(int), 1, fp ); Num_open_doors = i; fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp ); //Restore trigger info fread( &Num_triggers, sizeof(int), 1, fp ); fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp ); //Restore tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp ); fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp ); fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp ); } } //Restore the fuelcen info fread( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp ); fread( &Fuelcen_seconds_left, sizeof(int), 1, fp ); fread( &Num_robot_centers, sizeof(int), 1, fp ); fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp ); fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp ); fread( &Num_fuelcenters, sizeof(int), 1, fp ); fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp ); // Restore the control cen info fread( &Control_center_been_hit, sizeof(int), 1, fp ); fread( &Control_center_player_been_seen, sizeof(int), 1, fp ); fread( &Control_center_next_fire_time, sizeof(int), 1, fp ); fread( &Control_center_present, sizeof(int), 1, fp ); fread( &Dead_controlcen_object_num, sizeof(int), 1, fp ); // Restore the AI state ai_restore_state( fp ); // Restore the automap visited info fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp ); // Restore hacked up weapon system stuff. Fusion_next_sound_time = GameTime; Auto_fire_fusion_cannon_time = 0; Next_laser_fire_time = GameTime; Next_missile_fire_time = GameTime; Last_laser_fired_time = GameTime; } state_game_id = 0; if ( version >= 7 ) { int tmp_Lunacy; fread( &state_game_id, sizeof(uint), 1, fp ); fread( &Laser_rapid_fire, sizeof(int), 1, fp ); fread( &Ugly_robot_cheat, sizeof(int), 1, fp ); fread( &Ugly_robot_texture, sizeof(int), 1, fp ); fread( &Physics_cheat_flag, sizeof(int), 1, fp ); fread( &tmp_Lunacy, sizeof(int), 1, fp ); if ( tmp_Lunacy ) do_lunacy_on(); } fclose(fp); // Load in bitmaps, etc.. piggy_load_level_data(); return 1; }
int state_restore_all_sub(char *filename, int multi, int secret_restore) { int ObjectStartLocation; int version,i, j, segnum; object * obj; PHYSFS_file *fp; int current_level, next_level; int between_levels; char mission[16]; char desc[DESC_LENGTH+1]; char id[5]; char org_callsign[CALLSIGN_LEN+16]; #ifdef NETWORK int found; int nplayers = 0; //,playid[12],mynum; player restore_players[MAX_PLAYERS]; #endif fix old_gametime = GameTime; short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; #if defined(MACINTOSH) && !defined(NDEBUG) if (strncmp(filename, PLAYER_DIR, 9)) Int3(); #endif fp = PHYSFSX_openReadBuffered(filename); if ( !fp ) return 0; //Read id //FIXME: check for swapped file, react accordingly... PHYSFS_read(fp, id, sizeof(char) * 4, 1); if ( memcmp( id, dgss_id, 4 )) { PHYSFS_close(fp); return 0; } //Read version PHYSFS_read(fp, &version, sizeof(int), 1); if (version < STATE_COMPATIBLE_VERSION) { PHYSFS_close(fp); return 0; } // Read description PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Skip the current screen shot... PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H); // And now...skip the goddamn palette stuff that somebody forgot to add PHYSFS_seek(fp, PHYSFS_tell(fp) + 768); // Read the Between levels flag... PHYSFS_read(fp, &between_levels, sizeof(int), 1); Assert(between_levels == 0); //between levels save ripped out // Read the mission info... PHYSFS_read(fp, mission, sizeof(char) * 9, 1); mprintf ((0,"Missionname to load = %s\n",mission)); if (!load_mission_by_name( mission )) { nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission ); PHYSFS_close(fp); return 0; } //Read level info PHYSFS_read(fp, ¤t_level, sizeof(int), 1); PHYSFS_read(fp, &next_level, sizeof(int), 1); //Restore GameTime PHYSFS_read(fp, &GameTime, sizeof(fix), 1); // Start new game.... if (!multi) { Game_mode = GM_NORMAL; Function_mode = FMODE_GAME; #ifdef NETWORK change_playernum_to(0); #endif strcpy( org_callsign, Players[0].callsign ); N_players = 1; if (!secret_restore) { InitPlayerObject(); //make sure player's object set up init_player_stats_game(); //clear all stats } } else { strcpy( org_callsign, Players[Player_num].callsign ); } #ifdef NETWORK if (Game_mode & GM_MULTI) { PHYSFS_read(fp, &state_game_id, sizeof(int), 1); PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1); PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1); PHYSFS_read(fp, &nplayers, sizeof(N_players), 1); PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1); for (i=0;i<nplayers;i++) PHYSFS_read(fp, &restore_players[i], sizeof(player), 1); #ifdef RISKY_PROPOSITION PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1); for (i=0;i<MAX_ROBOTS_CONTROLLED;i++) PHYSFS_read(fp, &robot_fire_buf[i][0],21,1); #endif for (i=0;i<nplayers;i++) { found=0; for (j=0;j<nplayers;j++) { if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1) found=1; } restore_players[i].connected=found; } memcpy (&Players,&restore_players,sizeof(player)*nplayers); N_players=nplayers; if (network_i_am_master()) { for (i=0;i<N_players;i++) { if (i==Player_num) continue; Players[i].connected=0; } } //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum]; } #endif //Read player info { StartNewLevelSub(current_level, 1, secret_restore); if (secret_restore) { player dummy_player; PHYSFS_read(fp, &dummy_player, sizeof(player), 1); if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level. Players[Player_num].level = dummy_player.level; Players[Player_num].last_score = dummy_player.last_score; Players[Player_num].time_level = dummy_player.time_level; Players[Player_num].num_robots_level = dummy_player.num_robots_level; Players[Player_num].num_robots_total = dummy_player.num_robots_total; Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total; Players[Player_num].hostages_total = dummy_player.hostages_total; Players[Player_num].hostages_on_board = dummy_player.hostages_on_board; Players[Player_num].hostages_level = dummy_player.hostages_level; Players[Player_num].homing_object_dist = dummy_player.homing_object_dist; Players[Player_num].hours_level = dummy_player.hours_level; Players[Player_num].hours_total = dummy_player.hours_total; do_cloak_invul_secret_stuff(old_gametime); } else { Players[Player_num] = dummy_player; } } else { PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1); } } strcpy( Players[Player_num].callsign, org_callsign ); // Set the right level if ( between_levels ) Players[Player_num].level = next_level; // Restore the weapon states PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1); PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1); select_weapon(Primary_weapon, 0, 0, 0); select_weapon(Secondary_weapon, 1, 0, 0); // Restore the difficulty level PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1); // Restore the cheats enabled flag { int cheats_enabled; PHYSFS_read(fp, &cheats_enabled, sizeof(int), 1); cvar_setint(&Cheats_enabled, cheats_enabled); } if ( !between_levels ) { Do_appearance_effect = 0; // Don't do this for middle o' game stuff. ObjectStartLocation = (int)PHYSFS_tell(fp); //Clear out all the objects from the lvl file for (segnum=0; segnum <= Highest_segment_index; segnum++) Segments[segnum].objects = -1; reset_objects(1); //Read objects, and pop 'em into their respective segments. PHYSFS_read(fp, &i, sizeof(int), 1); Highest_object_index = i-1; PHYSFS_read(fp, Objects, sizeof(object) * i, 1); Object_next_signature = 0; for (i=0; i<=Highest_object_index; i++ ) { obj = &Objects[i]; obj->rtype.pobj_info.alt_textures = -1; segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; if ( obj->type != OBJ_NONE ) { obj_link(i,segnum); if ( obj->signature > Object_next_signature ) Object_next_signature = obj->signature; } //look for, and fix, boss with bogus shields if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) { fix save_shields = obj->shields; copy_defaults_to_robot(obj); //calculate starting shields //if in valid range, use loaded shield value if (save_shields > 0 && save_shields <= obj->shields) obj->shields = save_shields; else obj->shields /= 2; //give player a break } } special_reset_objects(); Object_next_signature++; // 1 = Didn't die on secret level. // 2 = Died on secret level. if (secret_restore && (Current_level_num >= 0)) { set_pos_from_return_segment(); if (secret_restore == 2) init_player_stats_new_ship(); } //Restore wall info PHYSFS_read(fp, &i, sizeof(int), 1); Num_walls = i; PHYSFS_read(fp, Walls, sizeof(wall), Num_walls); //now that we have the walls, check if any sounds are linked to //walls that are now open for (i=0;i<Num_walls;i++) { if (Walls[i].type == WALL_OPEN) digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound } //Restore exploding wall info if (version >= 10) { PHYSFS_read(fp, &i, sizeof(int), 1); PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i); } //Restore door info PHYSFS_read(fp, &i, sizeof(int), 1); Num_open_doors = i; PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors); if (version >= 14) { //Restore cloaking wall info PHYSFS_read(fp, &i, sizeof(int), 1); Num_cloaking_walls = i; PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls); } //Restore trigger info PHYSFS_read(fp, &Num_triggers, sizeof(int), 1); PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers); //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light) for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1); PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1); PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1); } } //Restore the fuelcen info PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1); PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1); PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1); PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers); PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1); PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1); PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters); // Restore the control cen info PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1); PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1); PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1); PHYSFS_read(fp, &Control_center_present, sizeof(int), 1); PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1); // Restore the AI state ai_restore_state( fp, version ); // Restore the automap visited info PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS); // Restore hacked up weapon system stuff. Fusion_next_sound_time = GameTime; Auto_fire_fusion_cannon_time = 0; Next_laser_fire_time = GameTime; Next_missile_fire_time = GameTime; Last_laser_fired_time = GameTime; } state_game_id = 0; if ( version >= 7 ) { PHYSFS_read(fp, &state_game_id, sizeof(uint), 1); PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1); PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format. PHYSFS_read(fp, &Lunacy, sizeof(int), 1); if ( Lunacy ) do_lunacy_on(); } if (version >= 17) { PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1); PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1); PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1); } else { int num,dummy; // skip dummy info PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40)); for (num=0;num<NUM_MARKERS;num++) MarkerObject[num] = -1; } if (version>=11) { if (secret_restore != 1) PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1); else { fix dummy_fix; PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1); } } if (version>=12) { //read last was super information PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1); PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1); } if (version >= 12) { PHYSFS_read(fp, &Flash_effect, sizeof(int), 1); PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1); PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1); PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1); PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1); } else { Flash_effect = 0; Time_flash_last_played = 0; PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } // Load Light_subtracted if (version >= 16) { PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS); apply_all_changed_light(); } else { int i; for (i=0; i<=Highest_segment_index; i++) Light_subtracted[i] = 0; } // static_light should now be computed - now actually set tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { Segments[i].sides[j].tmap_num=TempTmapNum[i][j]; Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j]; } } if (!secret_restore) { if (version >= 20) { PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1); mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit)); } else First_secret_visit = 1; } else First_secret_visit = 0; if (version >= 22) { if (secret_restore != 1) PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1); else { fix dummy_fix; PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1); } } PHYSFS_close(fp); #ifdef NETWORK if (Game_mode & GM_MULTI) // Get rid of ships that aren't { // connected in the restored game for (i=0;i<nplayers;i++) { mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected)); if (Players[i].connected!=1) { network_disconnect_player (i); create_player_appearance_effect(&Objects[Players[i].objnum]); mprintf ((0,"Killing player ship %s!\n",Players[i].callsign)); } } } #endif // Load in bitmaps, etc.. //!! piggy_load_level_data(); //already done by StartNewLevelSub() return 1; }