Revert my old attempt of making the level music fade out before game over jingle

This commit is contained in:
Steel Titanium 2019-10-19 14:36:30 -04:00
parent c8629c2aab
commit 3e0a9cf742
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GPG Key ID: 924BA411F18DFDBE
5 changed files with 2 additions and 13 deletions

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@ -31,9 +31,6 @@ extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
extern player_t players[MAXPLAYERS];
extern boolean playeringame[MAXPLAYERS];
extern INT32 fadetogameovermus;
extern boolean gameovermus;
// ======================================
// DEMO playback/recording related stuff.
// ======================================

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@ -8267,7 +8267,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
}
// Alternative menu header
#ifdef CHOOSEPLAYER_DRAWHEADER //
#ifdef CHOOSEPLAYER_DRAWHEADER
{
patch_t *header = W_CachePatchName("M_PICKP", PU_CACHE);
INT32 xtitle = 146;

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@ -2477,7 +2477,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
if (target->player->lives <= 0) // Tails 03-14-2000
{
gameovermus = false;
boolean gameovermus = false;
if ((netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value != 1))
{
INT32 i;

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@ -81,10 +81,6 @@
#include "p_slopes.h"
#endif
// Game over stuff
boolean gameovermus;
INT32 fadetogameovermus;
//
// Map MD5, calculated on level load.
// Sent to clients in PT_SERVERINFO.
@ -2610,8 +2606,6 @@ boolean P_SetupLevel(boolean skipprecip)
boolean loadedbm = false;
sector_t *ss;
boolean chase;
gameovermus = false;
fadetogameovermus = 0;
levelloading = true;
// This is needed. Don't touch.

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@ -24,8 +24,6 @@
// Object place
#include "m_cheat.h"
boolean gameovermus;
INT32 fadetogameovermus;
tic_t leveltime;