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Two minor fixes for Marathon Mode.
* Apply the RTA penalty to the live event backup rather than the current timer. (Resolves #184) * Snap the character name and timer mode text to the bottom of the screen, just above the bar.
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2 changed files with 2 additions and 2 deletions
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@ -1684,7 +1684,7 @@ void F_GameEvaluationDrawer(void)
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endingtext = va("%s & %s, %s%s", skins[players[consoleplayer].skin].realname, skins[botskin-1].realname, rtatext, cuttext);
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else
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endingtext = va("%s, %s%s", skins[players[consoleplayer].skin].realname, rtatext, cuttext);
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V_DrawCenteredString(BASEVIDWIDTH/2, 182, (ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext);
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V_DrawCenteredString(BASEVIDWIDTH/2, 182, V_SNAPTOBOTTOM|(ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext);
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}
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}
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@ -4505,7 +4505,7 @@ void G_SaveGame(UINT32 slot, INT16 mapnum)
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{
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UINT32 writetime = marathontime;
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if (!(marathonmode & MA_INGAME))
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marathontime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map
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writetime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map
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WRITEUINT32(save_p, writetime);
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WRITEUINT8(save_p, (marathonmode & ~MA_INIT));
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}
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