* Fix titlemap music change bug reported by Larztard
* Clean up titlemapinaction so that it isn't true when you're playing * Don't print "SPEEDING OFF TO [ZONE] [ACT 1]..." on screen if it's a titlemap - keep a nice and pretty black screen
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dd57e47574
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@ -39,6 +39,7 @@
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static INT32 finalecount;
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static INT32 finalecount;
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INT32 titlescrollspeed = 80;
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INT32 titlescrollspeed = 80;
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boolean titlemapinaction = false;
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boolean titlemapinaction = false;
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boolean titlemaptransition = false;
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static INT32 timetonext; // Delay between screen changes
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static INT32 timetonext; // Delay between screen changes
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static INT32 continuetime; // Short delay when continuing
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static INT32 continuetime; // Short delay when continuing
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@ -281,6 +282,8 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
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void F_StartIntro(void)
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void F_StartIntro(void)
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{
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{
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S_StopMusic();
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if (introtoplay)
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if (introtoplay)
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{
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{
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if (!cutscenes[introtoplay - 1])
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if (!cutscenes[introtoplay - 1])
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@ -1428,7 +1431,7 @@ void F_StartTitleScreen(void)
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mapthing_t *startpos;
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mapthing_t *startpos;
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gamestate_t prevwipegamestate = wipegamestate;
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gamestate_t prevwipegamestate = wipegamestate;
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titlemapinaction = true;
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titlemapinaction = titlemaptransition = true;
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gamemap = titlemap;
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gamemap = titlemap;
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if (!mapheaderinfo[gamemap-1])
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if (!mapheaderinfo[gamemap-1])
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@ -1437,9 +1440,8 @@ void F_StartTitleScreen(void)
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maptol = mapheaderinfo[gamemap-1]->typeoflevel;
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maptol = mapheaderinfo[gamemap-1]->typeoflevel;
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globalweather = mapheaderinfo[gamemap-1]->weather;
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globalweather = mapheaderinfo[gamemap-1]->weather;
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G_DoLoadLevel(true);
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G_DoLoadLevel(true); // handles music change
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players[displayplayer].playerstate = PST_DEAD; // Don't spawn the player in dummy (I'm still a filthy cheater)
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players[displayplayer].playerstate = PST_DEAD; // Don't spawn the player in dummy (I'm still a filthy cheater)
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//camera.subsector = NULL; // toast is filthy too
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// Set Default Position
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// Set Default Position
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if (playerstarts[0])
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if (playerstarts[0])
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@ -1477,6 +1479,7 @@ void F_StartTitleScreen(void)
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{
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{
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titlemapinaction = false;
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titlemapinaction = false;
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gamemap = 1; // g_game.c
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gamemap = 1; // g_game.c
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S_ChangeMusicInternal("_title", looptitle);
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CON_ClearHUD();
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CON_ClearHUD();
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}
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}
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@ -1484,7 +1487,6 @@ void F_StartTitleScreen(void)
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// IWAD dependent stuff.
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// IWAD dependent stuff.
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S_ChangeMusicInternal("_title", looptitle);
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animtimer = 0;
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animtimer = 0;
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demoDelayLeft = demoDelayTime;
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demoDelayLeft = demoDelayTime;
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@ -62,6 +62,7 @@ void F_ContinueDrawer(void);
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extern INT32 titlescrollspeed;
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extern INT32 titlescrollspeed;
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extern boolean titlemapinaction;
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extern boolean titlemapinaction;
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extern boolean titlemaptransition;
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//
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//
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// WIPE
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// WIPE
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@ -1635,6 +1635,12 @@ void G_DoLoadLevel(boolean resetplayer)
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if (gamestate == GS_INTERMISSION)
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if (gamestate == GS_INTERMISSION)
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Y_EndIntermission();
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Y_EndIntermission();
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// cleanup
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if (titlemaptransition)
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titlemaptransition = false;
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else
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titlemapinaction = false;
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G_SetGamestate(GS_LEVEL);
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G_SetGamestate(GS_LEVEL);
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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@ -2643,7 +2643,11 @@ boolean P_SetupLevel(boolean skipprecip)
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// As oddly named as this is, this handles music only.
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// As oddly named as this is, this handles music only.
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// We should be fine starting it here.
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// We should be fine starting it here.
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S_Start();
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/// ... as long as this isn't a titlemap transition, that is
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if (!titlemapinaction)
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S_Start();
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else
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S_ChangeMusicInternal("_title", looptitle);
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// Let's fade to black here
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// Let's fade to black here
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// But only if we didn't do the special stage wipe
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// But only if we didn't do the special stage wipe
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@ -2657,7 +2661,7 @@ boolean P_SetupLevel(boolean skipprecip)
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}
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}
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// Print "SPEEDING OFF TO [ZONE] [ACT 1]..."
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// Print "SPEEDING OFF TO [ZONE] [ACT 1]..."
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if (rendermode != render_none)
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if (!titlemapinaction && rendermode != render_none)
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{
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{
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// Don't include these in the fade!
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// Don't include these in the fade!
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char tx[64];
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char tx[64];
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