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- fixed: make level.ShaderStartTime use the same values as what screen->FrameTime normally gets.
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@ -3627,7 +3627,7 @@ void P_SetupLevel (const char *lumpname, int position)
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bool buildmap;
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const int *oldvertextable = NULL;
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level.ShaderStartTime = I_msTime(); // indicate to the shader system that the level just started
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level.ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
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// This is motivated as follows:
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