- added Hacx localization support.
Unlike the other games this required a bit of patching of the IWAD's data with a new MAPINFO so it needs to be in a separate .pk3 file loaded after the IWAD. Since this needs to be loaded after the IWAD it was also possible to add a small DECORATE lump which fixes a few errors inherited from the original Dehacked patch, like monster counting bugs and unintentionally shootable decorations.
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262 changed files with 951 additions and 8 deletions
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@ -51,6 +51,8 @@
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CVAR (Bool, queryiwad, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (String, defaultiwad, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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const char* BaseFileSearch(const char* file, const char* ext, bool lookfirstinprogdir);
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//==========================================================================
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//
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// Parses IWAD definitions
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@ -751,19 +753,27 @@ int FIWadManager::IdentifyVersion (TArray<FString> &wadfiles, const char *iwad,
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// Load additional resources from the same directory as the IWAD itself.
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for (unsigned i=0; i < info.Load.Size(); i++)
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{
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long lastslash = picks[pick].mFullPath.LastIndexOf ('/');
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FString path;
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if (lastslash == -1)
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if (info.Load[i][0] != ':')
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{
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path = "";// wads[pickwad].Path;
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long lastslash = picks[pick].mFullPath.LastIndexOf('/');
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if (lastslash == -1)
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{
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path = "";// wads[pickwad].Path;
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}
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else
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{
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path = FString(picks[pick].mFullPath.GetChars(), lastslash + 1);
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}
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path += info.Load[i];
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D_AddFile(wadfiles, path);
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}
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else
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{
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path = FString (picks[pick].mFullPath.GetChars(), lastslash + 1);
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auto wad = BaseFileSearch(info.Load[i].GetChars() + 1, NULL, true);
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if (wad) D_AddFile(wadfiles, wad);
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}
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path += info.Load[i];
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D_AddFile (wadfiles, path);
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}
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return picks[pick].mInfoIndex;
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