Removed all code in Y_FollowIntermission that's already handled in G_AfterIntermission

Only real difference here is that CEcho messages will always be cleared when going to credits/evaluation, but that's hardly a loss tbh.
This commit is contained in:
Monster Iestyn 2017-05-18 17:23:19 +01:00
parent 2bb7df5f49
commit feceaf6d30
2 changed files with 6 additions and 17 deletions

View file

@ -2999,10 +2999,10 @@ static void G_DoContinued(void)
//
// G_EndGame (formerly Y_EndGame)
// Franky this function fits better in g_game.c than it does in y_inter.c
// Frankly this function fits better in g_game.c than it does in y_inter.c
//
// ...Gee, (why) end the game?
// Because Y_FollowIntermission and F_EndCutscene would
// Because G_AfterIntermission and F_EndCutscene would
// both do this exact same thing *in different ways* otherwise,
// which made it so that you could only unlock Ultimate mode
// if you had a cutscene after the final level and crap like that.

View file

@ -1805,21 +1805,10 @@ static void Y_FollowIntermission(void)
return;
}
if (nextmap < 1100-1)
{
// normal level
G_AfterIntermission();
return;
}
// Start a custom cutscene if there is one.
if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking)
{
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, false);
return;
}
G_EndGame();
// This handles whether to play a post-level cutscene, end the game,
// or simply go to the next level.
// No need to duplicate the code here!
G_AfterIntermission();
}
#define UNLOAD(x) Z_ChangeTag(x, PU_CACHE); x = NULL