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- block manual advancing of intermission screens when already fading out.
This seems to cause some serious stability issues with how they handle the 2D drawer.
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1 changed files with 3 additions and 2 deletions
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@ -840,7 +840,7 @@ public:
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clock += now - lastTime;
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if (clock == 0) clock = 1;
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}
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bool skiprequest = clock > 100'000'000 && inputState.CheckAllInput() && !processed;
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bool skiprequest = clock > 100'000'000 && inputState.CheckAllInput() && !processed && job.job->fadestate != DScreenJob::fadeout;
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lastTime = now;
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if (screenfade < 1.f && !M_Active())
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@ -848,7 +848,8 @@ public:
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade = clamp(ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade);
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job.job->fadestate = DScreenJob::fadein;
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if (job.job->fadestate != DScreenJob::fadeout)
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job.job->fadestate = DScreenJob::fadein;
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}
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else
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{
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