char buf[32];
snprintf(buf, 32, "map%d", which + 1); // challenges
Loadlevel(buf);
- } else
+ } else {
Loadlevel("mapsave");
+ }
}
void Game::Loadlevel(const std::string& name, bool tutorial)
funpackf(tfile, "Bi", &environment);
+ if (environment != oldenvironment)
+ Setenvironment(environment);
+ oldenvironment = environment;
+
Object::LoadObjectsFromFile(tfile, stealthloading);
if (mapvers >= 7) {
funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
SetUpLighting();
- if (environment != oldenvironment)
- Setenvironment(environment);
- oldenvironment = environment;
if (!stealthloading) {
Object::AddObjectsToTerrain();
oldmusicvolume[2] = 0;
oldmusicvolume[3] = 0;
- if (!firstload)
- firstload = 1;
-
leveltime = 0;
wonleveltime = 0;
visibleloading = false;
Person::players[i]->aitype == getweapontype ||
Person::players[i]->aitype == gethelptype ||
Person::players[i]->aitype == searchtype) &&
- !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
+ !Person::players[i]->dead &&
(Person::players[i]->animTarget != sneakattackedanim &&
Person::players[i]->animTarget != knifesneakattackedanim &&
Person::players[i]->animTarget != swordsneakattackedanim)) {
loading = 2;
loadtime = 0;
targetlevel = 7;
- if (!firstload)
+ if (!firstLoadDone) {
LoadStuff();
+ }
whichchoice = 0;
actuallevel = campaignlevels[actuallevel].nextlevel.front();
visibleloading = true;