patch.dta officially in use. Version number updated.

This commit is contained in:
Inuyasha 2016-03-09 18:30:11 -08:00
parent 771c1ecb8a
commit 83e9eb6df4
3 changed files with 29 additions and 9 deletions

View File

@ -15,7 +15,9 @@
#define ASSET_HASH_PLAYER_DTA "${SRB2_ASSET_player.dta_HASH}"
#define ASSET_HASH_RINGS_DTA "${SRB2_ASSET_rings.dta_HASH}"
#define ASSET_HASH_ZONES_DTA "${SRB2_ASSET_zones.dta_HASH}"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_DTA "${SRB2_ASSET_patch.dta_HASH}"
#endif
#define SRB2_COMP_REVISION "${SRB2_COMP_REVISION}"
#define SRB2_COMP_BRANCH "${SRB2_COMP_BRANCH}"
@ -26,10 +28,16 @@
#else
/* Manually defined asset hashes for non-CMake builds
* Last updated 2000 / 00 / 00
*/
#define ASSET_HASH_SRB2_SRB "c1b9577687f8a795104aef4600720ea7"
#define ASSET_HASH_ZONES_DTA "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
#define ASSET_HASH_RINGS_DTA "85901ad4bf94637e5753d2ac2c03ea26"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_DTA "0c66790502e648bfce90fdc5bb15722e"
#endif
#endif
#endif

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@ -841,8 +841,10 @@ static void IdentifyVersion(void)
// Add the weapons
D_AddFile(va(pandf,srb2waddir,"rings.dta"));
#ifdef USE_PATCH_DTA
// Add our crappy patches to fix our bugs
// D_AddFile(va(pandf,srb2waddir,"patch.dta"));
D_AddFile(va(pandf,srb2waddir,"patch.dta"));
#endif
#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
{
@ -1133,12 +1135,18 @@ void D_SRB2Main(void)
W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta
W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
W_VerifyFileMD5(3, ASSET_HASH_RINGS_DTA); // rings.dta
//W_VerifyFileMD5(4, "0c66790502e648bfce90fdc5bb15722e"); // patch.dta
// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
#ifdef USE_PATCH_DTA
W_VerifyFileMD5(4, ASSET_HASH_PATCH_DTA); // patch.dta
#endif
mainwads = 4; // there are 5 wads not to unload
// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
#endif //ifndef DEVELOP
mainwads = 4; // there are 4 wads not to unload
#ifdef USE_PATCH_DTA
++mainwads; // patch.dta adds one more
#endif
cht_Init();

View File

@ -148,13 +148,17 @@ extern FILE *logstream;
// we use comprevision and compbranch instead.
#else
#define VERSION 201 // Game version
#define SUBVERSION 14 // more precise version number
#define VERSIONSTRING "v2.1.14"
#define VERSIONSTRINGW L"v2.1.14"
#define SUBVERSION 15 // more precise version number
#define VERSIONSTRING "v2.1.15"
#define VERSIONSTRINGW L"v2.1.15"
// Hey! If you change this, add 1 to the MODVERSION below!
// Otherwise we can't force updates!
#endif
// Does this version require an added patch file?
// Comment or uncomment this as necessary.
#define USE_PATCH_DTA
// Modification options
// If you want to take advantage of the Master Server's ability to force clients to update
// to the latest version, fill these out. Otherwise, just comment out UPDATE_ALERT and leave
@ -208,7 +212,7 @@ extern FILE *logstream;
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 19
#define MODVERSION 20
// =========================================================================