diff --git a/src/f_finale.c b/src/f_finale.c index f47c6c1a7..8d39a7533 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -1684,7 +1684,7 @@ void F_GameEvaluationDrawer(void) endingtext = va("%s & %s, %s%s", skins[players[consoleplayer].skin].realname, skins[botskin-1].realname, rtatext, cuttext); else endingtext = va("%s, %s%s", skins[players[consoleplayer].skin].realname, rtatext, cuttext); - V_DrawCenteredString(BASEVIDWIDTH/2, 182, (ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext); + V_DrawCenteredString(BASEVIDWIDTH/2, 182, V_SNAPTOBOTTOM|(ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext); } } diff --git a/src/g_game.c b/src/g_game.c index 69aac5065..cce4ac822 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -4505,7 +4505,7 @@ void G_SaveGame(UINT32 slot, INT16 mapnum) { UINT32 writetime = marathontime; if (!(marathonmode & MA_INGAME)) - marathontime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map + writetime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map WRITEUINT32(save_p, writetime); WRITEUINT8(save_p, (marathonmode & ~MA_INIT)); } diff --git a/src/p_setup.c b/src/p_setup.c index b16e13faa..2fd7ba5b0 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -3756,7 +3756,7 @@ boolean P_LoadLevel(boolean fromnetsave) if (!lastmaploaded) // Start a new game? { // I'd love to do this in the menu code instead of here, but everything's a mess and I can't guarantee saving proper player struct info before the first act's started. You could probably refactor it, but it'd be a lot of effort. Easier to just work off known good code. ~toast 22/06/2020 - if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) + if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || marathonmode) && (!modifiedgame || savemoddata) && cursaveslot > 0) G_SaveGame((UINT32)cursaveslot, gamemap); // If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.