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Revert my old attempt of making the level music fade out before game over jingle
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5 changed files with 2 additions and 13 deletions
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@ -31,9 +31,6 @@ extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
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extern player_t players[MAXPLAYERS];
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extern boolean playeringame[MAXPLAYERS];
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extern INT32 fadetogameovermus;
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extern boolean gameovermus;
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// ======================================
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// DEMO playback/recording related stuff.
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// ======================================
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@ -8267,7 +8267,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
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}
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// Alternative menu header
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#ifdef CHOOSEPLAYER_DRAWHEADER //
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#ifdef CHOOSEPLAYER_DRAWHEADER
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{
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patch_t *header = W_CachePatchName("M_PICKP", PU_CACHE);
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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
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if (target->player->lives <= 0) // Tails 03-14-2000
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{
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gameovermus = false;
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boolean gameovermus = false;
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if ((netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value != 1))
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{
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INT32 i;
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@ -81,10 +81,6 @@
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#include "p_slopes.h"
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#endif
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// Game over stuff
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boolean gameovermus;
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INT32 fadetogameovermus;
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//
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// Map MD5, calculated on level load.
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// Sent to clients in PT_SERVERINFO.
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@ -2610,8 +2606,6 @@ boolean P_SetupLevel(boolean skipprecip)
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boolean loadedbm = false;
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sector_t *ss;
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boolean chase;
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gameovermus = false;
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fadetogameovermus = 0;
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levelloading = true;
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// This is needed. Don't touch.
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@ -24,8 +24,6 @@
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// Object place
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#include "m_cheat.h"
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boolean gameovermus;
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INT32 fadetogameovermus;
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tic_t leveltime;
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