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- fixed: next secret map was ignored in ending sequence
https://forum.zdoom.org/viewtopic.php?t=70132
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@ -765,7 +765,7 @@ const char *FLevelLocals::GetSecretExitMap()
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if (NextSecretMap.Len() > 0)
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{
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if (P_CheckMapData(NextSecretMap))
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if (NextSecretMap.Compare("enDSeQ", 6) == 0 || P_CheckMapData(NextSecretMap))
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{
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nextmap = NextSecretMap;
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}
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