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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.
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2 changed files with 6 additions and 17 deletions
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@ -2999,10 +2999,10 @@ static void G_DoContinued(void)
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//
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//
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// G_EndGame (formerly Y_EndGame)
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// G_EndGame (formerly Y_EndGame)
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// Franky this function fits better in g_game.c than it does in y_inter.c
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// Frankly this function fits better in g_game.c than it does in y_inter.c
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//
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//
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// ...Gee, (why) end the game?
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// ...Gee, (why) end the game?
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// Because Y_FollowIntermission and F_EndCutscene would
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// Because G_AfterIntermission and F_EndCutscene would
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// both do this exact same thing *in different ways* otherwise,
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// both do this exact same thing *in different ways* otherwise,
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// which made it so that you could only unlock Ultimate mode
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// which made it so that you could only unlock Ultimate mode
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// if you had a cutscene after the final level and crap like that.
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// if you had a cutscene after the final level and crap like that.
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@ -1805,21 +1805,10 @@ static void Y_FollowIntermission(void)
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return;
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return;
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}
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}
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if (nextmap < 1100-1)
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// This handles whether to play a post-level cutscene, end the game,
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{
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// or simply go to the next level.
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// normal level
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// No need to duplicate the code here!
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G_AfterIntermission();
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G_AfterIntermission();
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return;
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}
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// Start a custom cutscene if there is one.
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if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking)
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{
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F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, false);
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return;
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}
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G_EndGame();
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}
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}
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#define UNLOAD(x) Z_ChangeTag(x, PU_CACHE); x = NULL
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#define UNLOAD(x) Z_ChangeTag(x, PU_CACHE); x = NULL
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