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Save the player's map time before EVENT_ENDLEVELSCREEN, which happens regardless of whether the hardcoded bonus screen is displayed.
Make sure ud.displaybonusscreen is set to 1 if you want this to take place. The bonus screen can still be skipped by setting RETURN to -1 in EVENT_ENDLEVELSCREEN. git-svn-id: https://svn.eduke32.com/eduke32@6694 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 4 additions and 3 deletions
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@ -6035,6 +6035,10 @@ static int G_EndOfLevel(void)
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ready2send = 0;
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if (g_player[myconnectindex].ps->player_par > 0 && (g_player[myconnectindex].ps->player_par < ud.playerbest || ud.playerbest < 0) &&
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ud.display_bonus_screen == 1)
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CONFIG_SetMapBestTime(g_loadedMapHack.md4, g_player[myconnectindex].ps->player_par);
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if ((VM_OnEventWithReturn(EVENT_ENDLEVELSCREEN, g_player[myconnectindex].ps->i, myconnectindex, 0)) == 0 &&
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ud.display_bonus_screen == 1)
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{
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@ -2262,9 +2262,6 @@ void G_BonusScreen(int32_t bonusonly)
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bonuscnt = 0;
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totalclock = 0;
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if (g_player[myconnectindex].ps->player_par > 0 && (g_player[myconnectindex].ps->player_par < ud.playerbest || ud.playerbest < 0))
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CONFIG_SetMapBestTime(g_loadedMapHack.md4, g_player[myconnectindex].ps->player_par);
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do
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{
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int32_t yy = 0, zz;
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