Merge branch 'raretry-fix' into 'next'

Make record attack's quick retry more consistent.

Closes #80

See merge request STJr/SRB2!1193
This commit is contained in:
James R 2020-10-15 19:02:34 -04:00
commit 31977878e1
1 changed files with 10 additions and 10 deletions

View File

@ -4011,23 +4011,23 @@ boolean P_LoadLevel(boolean fromnetsave)
wipegamestate = FORCEWIPEOFF; wipegamestate = FORCEWIPEOFF;
wipestyleflags = 0; wipestyleflags = 0;
// Special stage fade to white // Special stage & record attack retry fade to white
// This is handled BEFORE sounds are stopped. // This is handled BEFORE sounds are stopped.
if (modeattacking && !demoplayback && (pausedelay == INT32_MIN)) if (G_GetModeAttackRetryFlag())
ranspecialwipe = 2; {
if (modeattacking && !demoplayback)
{
ranspecialwipe = 2;
wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
}
G_ClearModeAttackRetryFlag();
}
else if (rendermode != render_none && G_IsSpecialStage(gamemap)) else if (rendermode != render_none && G_IsSpecialStage(gamemap))
{ {
P_RunSpecialStageWipe(); P_RunSpecialStageWipe();
ranspecialwipe = 1; ranspecialwipe = 1;
} }
if (G_GetModeAttackRetryFlag())
{
if (modeattacking)
wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
G_ClearModeAttackRetryFlag();
}
// Make sure all sounds are stopped before Z_FreeTags. // Make sure all sounds are stopped before Z_FreeTags.
S_StopSounds(); S_StopSounds();
S_ClearSfx(); S_ClearSfx();