mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
- removed leftpver music calls as well.
The code should now be free of the old audio backend.
This commit is contained in:
parent
3f9657b96a
commit
2cf9a4a626
19 changed files with 5 additions and 59 deletions
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@ -476,7 +476,6 @@ endif()
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# Start defining source files for Demolition
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set( PLAT_WIN32_SOURCES
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audiolib/src/driver_directsound.cpp
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glad/src/glad_wgl.c
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platform/win32/winbits.cpp
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platform/win32/i_specialpaths.cpp
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@ -489,8 +488,6 @@ set( PLAT_WIN32_SOURCES
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)
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set( PLAT_POSIX_SOURCES
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#audiolib/src/driver_sdl.cpp
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#audiolib/src/sdlmusic.cpp
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#platform/gtk/startgtk.game.cpp
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)
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@ -605,8 +602,6 @@ add_definitions(-DOPNMIDI_DISABLE_GX_EMULATOR)
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# Project files should be aware of the header files. We can GLOB these since
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# there's generally a new cpp for every header so this file will get changed
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file( GLOB HEADER_FILES
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audiolib/include/*.h
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audiolib/src/*.h
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build/include/*.h
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glad/include/glad/*.h
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glad/include/Khr/*.h
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@ -666,22 +661,6 @@ set( FASTMATH_SOURCES
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set (PCH_SOURCES
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audiolib/src/drivers.cpp
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audiolib/src/driver_adlib.cpp
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audiolib/src/driver_sdl.cpp
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audiolib/src/driver_winmm.cpp
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audiolib/src/formats.cpp
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audiolib/src/fx_man.cpp
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audiolib/src/gmtimbre.cpp
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audiolib/src/midi.cpp
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audiolib/src/mix.cpp
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audiolib/src/mixst.cpp
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audiolib/src/multivoc.cpp
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audiolib/src/music.cpp
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audiolib/src/opl3.cpp
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audiolib/src/pitch.cpp
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audiolib/src/vorbis.cpp
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glbackend/gl_hwtexture.cpp
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glbackend/gl_samplers.cpp
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glbackend/gl_shader.cpp
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@ -887,7 +866,6 @@ target_link_libraries( demolition ${DEMOLITION_LIBS} gdtoa lzma duke3d blood rr
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include_directories(
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${CMAKE_CURRENT_SOURCE_DIR}
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build/include
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audiolib/include
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glad/include
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libxmp-lite/include
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libxmp-lite/include/libxmp-lite
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@ -1019,9 +997,6 @@ source_group("Code\\Sound" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/comm
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source_group("Code\\Sound\\Backend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/sound/backend/.+")
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source_group("Code\\DObject" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/dobject/.+")
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source_group("Code\\Menu" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/menu/.+")
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source_group("Utility\\Audiolib" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/audiolib/.+")
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source_group("Utility\\Audiolib Headers" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/audiolib/include/.+")
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source_group("Utility\\Audiolib Sources" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/audiolib/src/.+")
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source_group("Utility\\Glad" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/glad/.+")
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source_group("Utility\\Glad Headers" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/glad/include/glad/.+")
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source_group("Utility\\Glad Khr Headers" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/glad/include/Khr/.+")
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@ -49,7 +49,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "loadsave.h"
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#include "gamemenu.h"
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#include "mirrors.h"
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#include "music.h"
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#include "network.h"
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#include "osdcmds.h"
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#include "replace.h"
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@ -402,8 +401,6 @@ void PreloadCache(void)
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if (r_precache) PrecacheHardwareTextures(i);
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#endif
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MUSIC_Update();
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if ((++cnt & 7) == 0)
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gameHandleEvents();
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@ -1249,7 +1246,6 @@ RESTART:
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{
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handleevents();
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netUpdate();
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MUSIC_Update();
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inputState.SetBindsEnabled(gInputMode == kInputGame);
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switch (gInputMode)
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{
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@ -39,7 +39,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "levels.h"
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#include "messages.h"
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#include "misc.h"
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#include "music.h"
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#include "network.h"
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#include "player.h"
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#include "screen.h"
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@ -310,7 +309,6 @@ _DEMOPLAYBACK:
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while (at1 && !gQuitGame)
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{
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handleevents();
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MUSIC_Update();
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while (totalclock >= gNetFifoClock && !gQuitGame)
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{
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if (!v4)
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@ -24,7 +24,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "build.h"
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#include "compat.h"
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#include "music.h"
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#include "common_game.h"
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#include "config.h"
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#include "levels.h"
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@ -118,7 +118,6 @@ EDUKE32_STATIC_ASSERT(7 <= MAXTILES-MAXUSERTILES);
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#include "global.h"
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#include "inv.h"
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#include "macros.h"
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#include "music.h"
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#include "namesdyn.h"
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#include "network.h"
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#include "player.h"
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@ -468,8 +468,6 @@ void G_CacheMapData(void)
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if (r_precache) PrecacheHardwareTextures(i);
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#endif
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MUSIC_Update();
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if ((++cnt & 7) == 0)
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gameHandleEvents();
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}
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@ -2055,7 +2055,6 @@ void G_BonusScreen(int32_t bonusonly)
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while (totalclock < TICRATE*10)
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{
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gameHandleEvents();
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MUSIC_Update();
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if (G_FPSLimit())
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{
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@ -2099,7 +2098,6 @@ void G_BonusScreen(int32_t bonusonly)
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int32_t yy = 0, zz;
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gameHandleEvents();
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MUSIC_Update();
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if (G_FPSLimit())
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{
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@ -122,7 +122,6 @@ END_RR_NS
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#include "global.h"
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#include "inv.h"
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#include "macros.h"
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#include "music.h"
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#include "namesdyn.h"
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#include "net.h"
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#include "player.h"
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@ -7568,7 +7568,6 @@ MAIN_LOOP_RESTART:
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else
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#endif
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{
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MUSIC_Update();
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G_HandleLocalKeys();
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}
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@ -629,8 +629,6 @@ void G_CacheMapData(void)
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}
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else continue;
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MUSIC_Update();
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if ((j&7) == 0)
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G_HandleAsync();
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@ -2074,7 +2074,6 @@ void G_BonusScreen(int32_t bonusonly)
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while (totalclock < TICRATE*10)
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{
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G_HandleAsync();
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MUSIC_Update();
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if (G_FPSLimit())
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{
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int32_t yy = 0, zz;
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G_HandleAsync();
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MUSIC_Update();
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if (G_FPSLimit())
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{
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if ((ud.eog == 0 || ud.volume_number != 1) && ud.volume_number <= 1)
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{
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showMap = 1;
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MUSIC_StopSong();
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Mus_Stop();
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inputState.keyFlushChars();
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2+1);
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while (totalclock < TICRATE*10)
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{
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G_HandleAsync();
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MUSIC_Update();
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if (G_FPSLimit())
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{
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@ -2709,7 +2706,6 @@ void G_BonusScreenRRRA(int32_t bonusonly)
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int32_t yy = 0, zz;
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G_HandleAsync();
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MUSIC_Update();
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if (G_FPSLimit())
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{
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if (bonuscnt == 7)
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{
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bonuscnt++;
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MUSIC_StopSong();
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Mus_Stop();
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G_PlayMapAnim();
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break;
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}
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@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "keys.h"
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#include "mytypes.h"
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#include "music.h"
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#include "gamedefs.h"
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#include "config.h"
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@ -43,7 +43,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "gamedefs.h"
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#include "config.h"
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#include "network.h"
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#include "music.h"
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#include "text.h"
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#include "version.h"
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#include "network.h"
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@ -84,7 +84,6 @@ Things required to make savegames work:
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#include "track.h"
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#include "jsector.h"
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#include "text.h"
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#include "music.h"
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#include "common.h"
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#include "common_game.h"
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@ -49,7 +49,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "gamedefs.h"
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#include "config.h"
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#include "network.h"
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#include "music.h"
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#include "text.h"
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#include "version.h"
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#include "network.h"
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@ -59,12 +59,12 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "sector.h"
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#include "actor.h"
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#include "colormap.h"
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#include "music.h"
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#include "vis.h"
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#include "track.h"
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#include "interp.h"
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#include "menu/menu.h"
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#include "gstrings.h"
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#include "z_music.h"
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BEGIN_SW_NS
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SavePrediction = PredictionOn;
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PredictionOn = FALSE;
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MUSIC_Pause();
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Mus_SetPaused(true);
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}
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else
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{
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PredictionOn = SavePrediction;
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MUSIC_Continue();
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TRAVERSE_CONNECT(p)
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pClearTextLine(Player + p, 100);
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Mus_SetPaused(false);
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}
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}
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}
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@ -48,8 +48,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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//#define FILE_TYPE 1
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#include "mfile.h"
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#include "music.h"
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#include "weapon.h"
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#include "cache.h"
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#include "colormap.h"
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@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "game.h"
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#include "mytypes.h"
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#include "music.h"
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#include "gamedefs.h"
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#include "config.h"
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@ -32,8 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "names2.h"
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#include "mytypes.h"
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#include "music.h"
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#include "al_midi.h"
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#include "gamedefs.h"
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#include "config.h"
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