* Fix issue with palette not getting reset when heading to intermission.

* Make map hell maps MUCH less common by ignoring all but the three most recent maps in the buffer for the random option.
This commit is contained in:
toaster 2018-08-11 22:36:14 +01:00
parent d4eabcf3ad
commit 35fd7e6a08
2 changed files with 7 additions and 6 deletions

View File

@ -317,11 +317,12 @@ static void D_Display(void)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
if (wipegamestate == GS_LEVEL && rendermode != render_none)
{
V_SetPaletteLump("PLAYPAL"); // Reset the palette
R_ReInitColormaps(0);
}
}
if (wipegamestate == GS_LEVEL && rendermode != render_none)
{
V_SetPaletteLump("PLAYPAL"); // Reset the palette
R_ReInitColormaps(0);
}
F_WipeStartScreen();

View File

@ -3225,7 +3225,7 @@ INT16 G_RandMap(INT16 tolflags, INT16 pprevmap, boolean dontadd, boolean ignoreb
if (!ignorebuffer)
{
for (bufx = 0; bufx < NUMMAPS; bufx++)
for (bufx = 0; bufx < (maphell ? 3 : NUMMAPS); bufx++)
{
if (randmapbuffer[bufx] == -1) // Rest of buffer SHOULD be empty
break;