- clear the message display unconditionally when restarting the game.

It was only done when the level was reloaded.
Fixes #400
This commit is contained in:
Christoph Oelckers 2020-09-14 21:32:36 +02:00
parent eb4e0b1b83
commit 42d4e112a1
2 changed files with 2 additions and 2 deletions

View file

@ -142,6 +142,7 @@ static void GameTicker()
switch (ga) switch (ga)
{ {
case ga_autoloadgame: case ga_autoloadgame:
C_ClearMessages();
if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame) if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame)
{ {
DoLoadGame(BackupSaveGame); DoLoadGame(BackupSaveGame);
@ -152,7 +153,6 @@ static void GameTicker()
FX_StopAllSounds(); FX_StopAllSounds();
FX_SetReverb(0); FX_SetReverb(0);
gi->FreeLevelData(); gi->FreeLevelData();
C_ClearMessages();
gameaction = ga_level; gameaction = ga_level;
gi->NewGame(g_nextmap, -1); gi->NewGame(g_nextmap, -1);
BackupSaveGame = ""; BackupSaveGame = "";

View file

@ -878,7 +878,7 @@ void SerializeHud(FSerializer &arc)
void setLevelStarted(MapRecord *mi) void setLevelStarted(MapRecord *mi)
{ {
levelTextTime = 85; levelTextTime = 85;
Printf(TEXTCOLOR_GOLD "%s: %s\n", mi->LabelName(), mi->DisplayName()); Printf(PRINT_NONOTIFY, TEXTCOLOR_GOLD "%s: %s\n", mi->LabelName(), mi->DisplayName());
} }
void drawMapTitle() void drawMapTitle()