- fixed: The frozen state was not reset when the global level variable was reset.

This commit is contained in:
Christoph Oelckers 2019-08-09 10:39:09 +02:00
parent 14a21c2a7e
commit afe4a45a76

View file

@ -99,6 +99,8 @@ EXTERN_CVAR (Float, sv_aircontrol)
EXTERN_CVAR (Int, disableautosave)
EXTERN_CVAR (String, playerclass)
extern uint8_t globalfreeze, globalchangefreeze;
#define SNAP_ID MAKE_ID('s','n','A','p')
#define DSNP_ID MAKE_ID('d','s','N','p')
#define VIST_ID MAKE_ID('v','i','S','t')
@ -470,6 +472,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
UnlatchCVars ();
G_VerifySkill();
UnlatchCVars ();
globalfreeze = globalchangefreeze = 0;
for (auto Level : AllLevels())
{
Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
@ -1585,6 +1588,7 @@ void FLevelLocals::Init()
flags2 = 0;
flags3 = 0;
ImpactDecalCount = 0;
frozenstate = 0;
info = FindLevelInfo (MapName);