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Fix music resetting after reloading the gamestate
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5c48b92b2c
commit
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1 changed files with 4 additions and 2 deletions
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@ -4038,18 +4038,20 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0.
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// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0.
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// But don't halt the music! S_Start will take care of that. This dodges a MIDI crash bug.
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// But don't halt the music! S_Start will take care of that. This dodges a MIDI crash bug.
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if (!titlemapinaction && (RESETMUSIC ||
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if (!(reloadinggamestate || titlemapinaction) && (RESETMUSIC ||
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strnicmp(S_MusicName(),
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strnicmp(S_MusicName(),
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(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap-1]->musname : mapmusname, 7)))
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(mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap-1]->musname : mapmusname, 7)))
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{
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S_FadeMusic(0, FixedMul(
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S_FadeMusic(0, FixedMul(
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FixedDiv((F_GetWipeLength(wipedefs[wipe_level_toblack])-2)*NEWTICRATERATIO, NEWTICRATE), MUSICRATE));
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FixedDiv((F_GetWipeLength(wipedefs[wipe_level_toblack])-2)*NEWTICRATERATIO, NEWTICRATE), MUSICRATE));
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}
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// Let's fade to black here
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// Let's fade to black here
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// But only if we didn't do the special stage wipe
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// But only if we didn't do the special stage wipe
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if (rendermode != render_none && !(ranspecialwipe || reloadinggamestate))
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if (rendermode != render_none && !(ranspecialwipe || reloadinggamestate))
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P_RunLevelWipe();
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P_RunLevelWipe();
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if (!titlemapinaction)
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if (!(reloadinggamestate || titlemapinaction))
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{
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{
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if (ranspecialwipe == 2)
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if (ranspecialwipe == 2)
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{
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{
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