Load File: finalize first-click deterministic apply, add NoReturn, and align docs
- Stabilize Load File first-click behavior across mission/map/options/slots. - Fix map sequencing by rebuilding game-type scenario list before mission lookup. - Resolve mission-name miss to map index 0 fallback for selected game type. - Fix decal handling: map INI decal IDs to dropdown indices, clamp invalid indices, display actual decal IDs in UI labels, and avoid redraw-time decal overwrite. - Fix option apply timing and UI visibility issues, including Weapon Jam refresh. - Add NoReturn support end-to-end: parse/store in MW4Shell auto globals, expose script variable, and apply to respawn/no-return mission params and UI checkbox. - Update autoconfig spec to reflect actual parser/default/fallback behavior and add NoReturn examples.
This commit is contained in:
@@ -377,6 +377,7 @@ main
|
||||
int decal_id ///////VERY IMPORTANT FOR NEW DECAL INTERFACE
|
||||
int decal_ids[20] //JPP was 18
|
||||
int update_decal = false
|
||||
int m_bApplyingAutoLoad = false // suppress skin_box auto decal sync during Load File apply
|
||||
int ROSTER_top_of_list = 0
|
||||
int block_launch_or_ready = FALSE
|
||||
int MAX_ITEMS = 60
|
||||
@@ -994,26 +995,9 @@ main
|
||||
// o_decal[x].list_item[15] = "SCORPION"
|
||||
// o_decal[x].list_item[16] = "331st"
|
||||
|
||||
o_decal[x].list_item[0] = "1"
|
||||
o_decal[x].list_item[1] = "2"
|
||||
o_decal[x].list_item[2] = "3"
|
||||
o_decal[x].list_item[3] = "4"
|
||||
o_decal[x].list_item[4] = "5"
|
||||
o_decal[x].list_item[5] = "6"
|
||||
o_decal[x].list_item[6] = "7"
|
||||
o_decal[x].list_item[7] = "8"
|
||||
o_decal[x].list_item[8] = "9"
|
||||
o_decal[x].list_item[9] = "10"
|
||||
o_decal[x].list_item[10] = "11"
|
||||
o_decal[x].list_item[11] = "12"
|
||||
o_decal[x].list_item[12] = "13"
|
||||
o_decal[x].list_item[13] = "14"
|
||||
o_decal[x].list_item[14] = "15"
|
||||
o_decal[x].list_item[15] = "16"
|
||||
o_decal[x].list_item[16] = "17"
|
||||
|
||||
for coolbaby = 17;coolbaby < o_decal[x].list_size+1;coolbaby++
|
||||
o_decal[x].list_item[coolbaby] = conv$(coolbaby+1)
|
||||
for coolbaby = 0; coolbaby < MAX_DECAL_COUNT; coolbaby++
|
||||
o_decal[x].list_item[coolbaby] = conv$(ffa_decal[coolbaby])
|
||||
o_decal[x].list_item[MAX_DECAL_COUNT] = "00" // bot/default entry
|
||||
|
||||
o_decal[x].nselected = 3
|
||||
decal_ids[x] = 1
|
||||
@@ -1683,20 +1667,12 @@ main
|
||||
play press, 1
|
||||
if callback($$CTCL_LoadAutoFile$$)
|
||||
{
|
||||
m_bApplyingAutoLoad = true
|
||||
// Apply game options using dedicated Auto globals.
|
||||
// Rookie Mission globals are NOT touched so the Default button keeps working.
|
||||
int m
|
||||
if exists(@ConLobbyMission@)
|
||||
{
|
||||
@ConLobbyMission@o_game_options[0].nselected = $$g_nAutoGameType$$
|
||||
for (m = 0; m < @ConLobbyMission@o_game_options[1].list_size; m++)
|
||||
{
|
||||
if equal$(@ConLobbyMission@o_game_options[1].list_item[m], $$g_szAutoMission$$)
|
||||
{
|
||||
@ConLobbyMission@o_game_options[1].nselected = m
|
||||
break
|
||||
}
|
||||
}
|
||||
mail(MAIL_LOAD_AUTO_MISSION, @ConLobbyMission@)
|
||||
}
|
||||
// Update team state synchronously so slot display is correct on the first click.
|
||||
@@ -1774,9 +1750,21 @@ main
|
||||
// The game type may not have propagated to cur_team_val yet
|
||||
// (MAIL_SET_ROOKIE_MISSION is async); setting both is safe --
|
||||
// the launch code uses whichever is correct for the active mode.
|
||||
int nAutoDecal
|
||||
int nAutoDecalIndex
|
||||
o_team[k].nselected = callback($$CTCL_GetAutoSlotInt$$, k, 1)
|
||||
o_skins[k].nselected = callback($$CTCL_GetAutoSlotInt$$, k, 2)
|
||||
o_decal[k].nselected = callback($$CTCL_GetAutoSlotInt$$, k, 3)
|
||||
nAutoDecal = callback($$CTCL_GetAutoSlotInt$$, k, 3)
|
||||
nAutoDecalIndex = 20 // fallback to safe/default decal slot
|
||||
for (j = 0; j <= MAX_DECAL_COUNT; j++)
|
||||
{
|
||||
if (ffa_decal[j] == nAutoDecal)
|
||||
{
|
||||
nAutoDecalIndex = j
|
||||
break
|
||||
}
|
||||
}
|
||||
o_decal[k].nselected = nAutoDecalIndex
|
||||
initialize(o_mech_variant[k])
|
||||
if (ROSTER_top_of_list <= k) && (k < ROSTER_top_of_list + ROSTER_DISPLAY_COUNT)
|
||||
{
|
||||
@@ -1787,6 +1775,7 @@ main
|
||||
deactivate(o_mech_variant[k])
|
||||
}
|
||||
}
|
||||
m_bApplyingAutoLoad = false
|
||||
}
|
||||
return
|
||||
}
|
||||
@@ -2200,6 +2189,24 @@ main
|
||||
#endif // USE_O_MECH_VARIANT2
|
||||
break
|
||||
}
|
||||
if (sender == o_skins[k])
|
||||
{
|
||||
if !cur_team_val
|
||||
{
|
||||
o_decal[k].nselected = o_skins[k].nselected
|
||||
initialize(o_decal[k])
|
||||
}
|
||||
break
|
||||
}
|
||||
if (sender == o_team[k])
|
||||
{
|
||||
if cur_team_val
|
||||
{
|
||||
o_decal[k].nselected = team_camo[o_team[k].nselected]
|
||||
initialize(o_decal[k])
|
||||
}
|
||||
break
|
||||
}
|
||||
if (sender == o_BotList[k])
|
||||
{
|
||||
if (o_BotList[k].nselected != m_naLastSelected[k])
|
||||
@@ -3116,14 +3123,6 @@ skin_box
|
||||
{
|
||||
nLastState = state
|
||||
p_pane = "Content\\ShellScripts\\Graphics\\Multiplayer\\LobbySkins\\skin" letters[state] "4.tga"
|
||||
if cur_team_val
|
||||
{
|
||||
o_decal[id].nselected = team_camo[o_team[id].nselected]
|
||||
}
|
||||
else
|
||||
{
|
||||
o_decal[id].nselected = o_skins[id].nselected
|
||||
}
|
||||
}
|
||||
render p_pane, SKIN_BOX_X-35,location.Y
|
||||
|
||||
@@ -3222,6 +3221,8 @@ decal_box
|
||||
}
|
||||
if (dstate != nLastdState)
|
||||
{
|
||||
if (dstate < 0) || (dstate > 20)
|
||||
dstate = 20
|
||||
nLastdState = dstate
|
||||
d_pane = "Content\\ShellScripts\\Graphics\\Multiplayer\\LobbyDecals\\decal_" decals[dstate] ".tga"
|
||||
}
|
||||
|
||||
@@ -570,7 +570,15 @@ main
|
||||
//-------------------------------------------------------------------------
|
||||
nTempParam = HEAT_PARAMETER
|
||||
if callback($$GetLocalNetworkMissionParamater$$,nTempParam)
|
||||
{
|
||||
o_game_options[7].state = 2
|
||||
nTempParam1 = WEAPON_JAM_PARAMETER
|
||||
if callback($$GetLocalNetworkMissionParamater$$,nTempParam1)
|
||||
o_game_options[14].state = 2
|
||||
else
|
||||
o_game_options[14].state = 0
|
||||
initialize(o_game_options[14])
|
||||
}
|
||||
else
|
||||
{
|
||||
o_game_options[7].state = 0
|
||||
@@ -686,6 +694,170 @@ main
|
||||
}
|
||||
}
|
||||
}
|
||||
// [automaticmode] Handle Load File in a dedicated early path for BOTH sender contexts.
|
||||
// This prevents MAIL_LOAD_AUTO_MISSION self-mails from falling through to
|
||||
// generic game/map handlers that re-apply Rookie defaults.
|
||||
if (getmessage() == MAIL_LOAD_AUTO_MISSION)
|
||||
{
|
||||
// Phase 1: ensure game type is selected and rebuild map list for that type.
|
||||
if (o_game_options[0].nselected != $$g_nAutoGameType$$)
|
||||
{
|
||||
o_game_options[0].nselected = $$g_nAutoGameType$$
|
||||
callback($$SetNetworkMissionParamater$$, game_type, selection_to_standard[o_game_options[0].nselected])
|
||||
if (callback($$InitNetworkScenarios$$))
|
||||
{
|
||||
callback($$GetGameTypeString$$, selection_to_standard[o_game_options[0].nselected])
|
||||
callback($$GetNetworkScenarios$$, o_game_options[1].list_item[])
|
||||
o_game_options[1].list_size = $$networkScenarioCount$$
|
||||
initialize(o_game_options[1])
|
||||
if ($$networkScenarioCount$$ == 0)
|
||||
{
|
||||
deactivate(o_game_options[1])
|
||||
deactivate(@conlobby@o_launch_button)
|
||||
}
|
||||
else
|
||||
{
|
||||
activate(o_game_options[1])
|
||||
activate(@conlobby@o_launch_button)
|
||||
}
|
||||
}
|
||||
last_selected_game = o_game_options[0].nselected
|
||||
}
|
||||
|
||||
// Phase 2: resolve mission by name in the current (game-type-specific) map list.
|
||||
int auto_map_index
|
||||
auto_map_index = 0
|
||||
int found_auto_map
|
||||
found_auto_map = 0
|
||||
int mk
|
||||
for (mk = 0; mk < o_game_options[1].list_size; mk++)
|
||||
{
|
||||
if equal$(o_game_options[1].list_item[mk], $$g_szAutoMission$$)
|
||||
{
|
||||
auto_map_index = mk
|
||||
found_auto_map = 1
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found_auto_map
|
||||
auto_map_index = 0
|
||||
if (o_game_options[1].nselected != auto_map_index)
|
||||
o_game_options[1].nselected = auto_map_index
|
||||
|
||||
callback($$SetNetworkMissionParamater$$, game_type, selection_to_standard[$$g_nAutoGameType$$])
|
||||
callback($$SetNetworkMissionParamater$$, map_type, o_game_options[1].nselected)
|
||||
callback($$SelectNetworkScenario$$, o_game_options[1].nselected)
|
||||
last_selected_map = o_game_options[1].nselected
|
||||
|
||||
// visibility
|
||||
o_game_options[2].nselected = $$g_nAutoVisibility$$
|
||||
callback($$SetNetworkMissionParamater$$, visibility, o_game_options[2].nselected)
|
||||
// weather
|
||||
o_game_options[3].nselected = $$g_nAutoWeather$$
|
||||
callback($$SetNetworkMissionParamater$$, weather, o_game_options[3].nselected)
|
||||
// time of day
|
||||
o_game_options[4].nselected = $$g_nAutoTimeOfDay$$
|
||||
callback($$SetNetworkMissionParamater$$, night_parameter, o_game_options[4].nselected)
|
||||
callback($$Shell_CallbackHandler$$, ShellSetTime, o_game_options[4].nselected)
|
||||
// time limit
|
||||
int nAutoTL = $$g_nAutoTimeLimit$$
|
||||
int temp_num
|
||||
if nAutoTL >= 0
|
||||
temp_num = nAutoTL
|
||||
else
|
||||
temp_num = TIME_VALUE_DEFAULT
|
||||
int m
|
||||
for (m = 0; m < o_game_options[5].list_size; m++)
|
||||
{
|
||||
if (makeint(o_game_options[5].list_item[m]) == temp_num)
|
||||
{
|
||||
o_game_options[5].nselected = m
|
||||
break
|
||||
}
|
||||
}
|
||||
callback($$SetNetworkMissionParamater$$, time_limit, temp_num)
|
||||
// radar
|
||||
int nTempParam = radar
|
||||
int nTempValue = $$g_nAutoRadar$$
|
||||
o_game_options[6].nselected = nTempValue
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// heat
|
||||
nTempParam = HEAT_PARAMETER
|
||||
nTempValue = $$g_nAutoHeat$$
|
||||
if nTempValue
|
||||
o_game_options[7].state = 2
|
||||
else
|
||||
o_game_options[7].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// friendly fire
|
||||
nTempParam = FRIENDLY_FIRE_PERCENTGE_PARAMETER
|
||||
nTempValue = $$g_nAutoFriendlyFire$$
|
||||
if nTempValue
|
||||
{
|
||||
o_game_options[8].state = 2
|
||||
nTempValue = 100
|
||||
}
|
||||
else
|
||||
{
|
||||
o_game_options[8].state = 0
|
||||
nTempValue = 0
|
||||
}
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// splash
|
||||
nTempParam = SPLASH_ON_PARAMETER
|
||||
nTempValue = $$g_nAutoSplash$$
|
||||
if nTempValue
|
||||
o_game_options[9].state = 2
|
||||
else
|
||||
o_game_options[9].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// unlimited ammo
|
||||
nTempParam = UNLIMITED_AMMO_PARAMETER
|
||||
nTempValue = $$g_nAutoUnlimitedAmmo$$
|
||||
if (nTempValue == 0)
|
||||
o_game_options[10].state = 2
|
||||
else
|
||||
o_game_options[10].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// no return
|
||||
nTempParam = num_of_lives
|
||||
nTempValue = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
nTempParam = respawn_onoff
|
||||
nTempValue = $$g_nAutoNoReturn$$
|
||||
if nTempValue
|
||||
o_game_options[11].state = 2
|
||||
else
|
||||
o_game_options[11].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// weapon jam
|
||||
nTempParam = WEAPON_JAM_PARAMETER
|
||||
nTempValue = $$g_nAutoWeaponJam$$
|
||||
if nTempValue
|
||||
o_game_options[14].state = 2
|
||||
else
|
||||
o_game_options[14].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// advance mode
|
||||
nTempParam = ADVANCE_MODE_PARAMETER
|
||||
nTempValue = $$g_nAutoAdvanceMode$$
|
||||
if nTempValue
|
||||
o_game_options[15].state = 2
|
||||
else
|
||||
o_game_options[15].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// armor mode
|
||||
nTempParam = ARMOR_MODE_PARAMETER
|
||||
nTempValue = $$g_nAutoArmorMode$$
|
||||
if nTempValue
|
||||
o_game_options[16].state = 2
|
||||
else
|
||||
o_game_options[16].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
|
||||
mail(MAIL_LOAD_AUTO_MISSION_DONE, this)
|
||||
return
|
||||
}
|
||||
if (sender == @conlobby@)
|
||||
{
|
||||
if (getmessage() == -7777)
|
||||
@@ -832,82 +1004,6 @@ main
|
||||
mail(MAIL_PREVIOUS_MISSION_PARAMS, this)
|
||||
return
|
||||
}
|
||||
// [automaticmode] Load File button: apply Auto globals, separate from Rookie Mission defaults
|
||||
if (getmessage() == MAIL_LOAD_AUTO_MISSION)
|
||||
{
|
||||
callback($$SetNetworkMissionParamater$$, game_type, selection_to_standard[$$g_nAutoGameType$$])
|
||||
// visibility
|
||||
o_game_options[2].nselected = $$g_nAutoVisibility$$
|
||||
callback($$SetNetworkMissionParamater$$, visibility, o_game_options[2].nselected)
|
||||
// weather
|
||||
o_game_options[3].nselected = $$g_nAutoWeather$$
|
||||
callback($$SetNetworkMissionParamater$$, weather, o_game_options[3].nselected)
|
||||
// time of day
|
||||
o_game_options[4].nselected = $$g_nAutoTimeOfDay$$
|
||||
callback($$SetNetworkMissionParamater$$, night_parameter, o_game_options[4].nselected)
|
||||
callback($$Shell_CallbackHandler$$, ShellSetTime, o_game_options[4].nselected)
|
||||
// time limit
|
||||
int nAutoTL = $$g_nAutoTimeLimit$$
|
||||
int temp_num
|
||||
if nAutoTL >= 0
|
||||
temp_num = nAutoTL
|
||||
else
|
||||
temp_num = TIME_VALUE_DEFAULT
|
||||
int m
|
||||
for (m = 0; m < o_game_options[5].list_size; m++)
|
||||
{
|
||||
if (makeint(o_game_options[5].list_item[m]) == temp_num)
|
||||
{
|
||||
o_game_options[5].nselected = m
|
||||
break
|
||||
}
|
||||
}
|
||||
callback($$SetNetworkMissionParamater$$, time_limit, temp_num)
|
||||
// radar
|
||||
int nTempParam = radar
|
||||
int nTempValue = $$g_nAutoRadar$$
|
||||
o_game_options[6].nselected = nTempValue
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// heat
|
||||
nTempParam = HEAT_PARAMETER
|
||||
nTempValue = $$g_nAutoHeat$$
|
||||
o_game_options[7].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// friendly fire
|
||||
nTempParam = FRIENDLY_FIRE_PERCENTGE_PARAMETER
|
||||
nTempValue = $$g_nAutoFriendlyFire$$
|
||||
o_game_options[8].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// splash
|
||||
nTempParam = SPLASH_ON_PARAMETER
|
||||
nTempValue = $$g_nAutoSplash$$
|
||||
o_game_options[9].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// unlimited ammo
|
||||
nTempParam = UNLIMITED_AMMO_PARAMETER
|
||||
nTempValue = $$g_nAutoUnlimitedAmmo$$
|
||||
o_game_options[10].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// weapon jam
|
||||
nTempParam = WEAPON_JAM_PARAMETER
|
||||
nTempValue = $$g_nAutoWeaponJam$$
|
||||
o_game_options[14].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// advance mode
|
||||
nTempParam = ADVANCE_MODE_PARAMETER
|
||||
nTempValue = $$g_nAutoAdvanceMode$$
|
||||
o_game_options[15].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// armor mode
|
||||
nTempParam = ARMOR_MODE_PARAMETER
|
||||
nTempValue = $$g_nAutoArmorMode$$
|
||||
o_game_options[16].state = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
// Finalize via self-mail: initialize(this) and mail(-9998,parent) must run
|
||||
// in a sender==this context to avoid the 'gui_objects have no parent' crash.
|
||||
mail(MAIL_LOAD_AUTO_MISSION_DONE, this)
|
||||
return
|
||||
}
|
||||
}
|
||||
if (sender == this)
|
||||
{
|
||||
@@ -1088,7 +1184,36 @@ main
|
||||
if (getmessage() == MAIL_LOAD_AUTO_MISSION_DONE)
|
||||
{
|
||||
initialize(this)
|
||||
mail(-9998, parent)
|
||||
nTempParam = UNLIMITED_AMMO_PARAMETER
|
||||
if ($$g_nAutoUnlimitedAmmo$$ == 0)
|
||||
{
|
||||
o_game_options[10].state = 2
|
||||
nTempValue = 0
|
||||
}
|
||||
else
|
||||
{
|
||||
o_game_options[10].state = 0
|
||||
nTempValue = 1
|
||||
}
|
||||
initialize(o_game_options[10])
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
nTempParam = num_of_lives
|
||||
nTempValue = 0
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
nTempParam = respawn_onoff
|
||||
if ($$g_nAutoNoReturn$$)
|
||||
{
|
||||
o_game_options[11].state = 2
|
||||
nTempValue = 1
|
||||
}
|
||||
else
|
||||
{
|
||||
o_game_options[11].state = 0
|
||||
nTempValue = 0
|
||||
}
|
||||
initialize(o_game_options[11])
|
||||
callback($$SetNetworkMissionParamater$$, nTempParam, nTempValue)
|
||||
mail(-9998, @conlobby@)
|
||||
return
|
||||
}
|
||||
if (getmessage() == MAIL_PREVIOUS_MISSION_PARAMS)
|
||||
@@ -1268,7 +1393,7 @@ main
|
||||
mail(MAIL_PREVIOUS_MISSION_PARAMS, this)
|
||||
}
|
||||
|
||||
if ((sender == o_game_options[0]) || ((sender == this) && (getmessage() == MAIL_SET_ROOKIE_MISSION))) && (o_game_options[0].nselected != last_selected_game)
|
||||
if ((sender == o_game_options[0]) || ((sender == this) && ((getmessage() == MAIL_SET_ROOKIE_MISSION) || (getmessage() == MAIL_LOAD_AUTO_MISSION)))) && (o_game_options[0].nselected != last_selected_game)
|
||||
{
|
||||
callback($$SetNetworkMissionParamater$$, game_type, selection_to_standard[o_game_options[0].nselected])
|
||||
|
||||
@@ -1321,7 +1446,7 @@ main
|
||||
mail(MAIL_SET_ROOKIE_MISSION_PARAMS, this)
|
||||
}
|
||||
|
||||
if ((sender == o_game_options[1]) || ((sender == this) && (getmessage() == MAIL_SET_ROOKIE_MISSION))) && (o_game_options[1].nselected != last_selected_map)
|
||||
if ((sender == o_game_options[1]) || ((sender == this) && ((getmessage() == MAIL_SET_ROOKIE_MISSION) || (getmessage() == MAIL_LOAD_AUTO_MISSION)))) && (o_game_options[1].nselected != last_selected_map)
|
||||
{
|
||||
callback($$SetNetworkMissionParamater$$, map_type, o_game_options[1].nselected)
|
||||
callback($$SelectNetworkScenario$$, o_game_options[1].nselected)
|
||||
|
||||
Reference in New Issue
Block a user