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- do not stop the music in the cross-game level-end handler.
Some maps require that it continues playing here.
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parent
9ab29f5975
commit
47c1c22ff7
3 changed files with 4 additions and 2 deletions
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@ -167,6 +167,7 @@ void GameInterface::LevelCompleted(MapRecord *map, int skill)
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{
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JobDesc job = { Create<DBloodSummaryScreen>() };
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sndStartSample(268, 128, -1, false, CHANF_UI);
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Mus_Stop();
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RunScreenJob(&job, 1, [=](bool)
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{
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soundEngine->StopAllChannels();
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@ -163,7 +163,6 @@ static void GameTicker()
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case ga_completed:
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FX_StopAllSounds();
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FX_SetReverb(0);
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Mus_Stop();
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if (g_nextmap == currentLevel)
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{
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// if the same level is restarted, skip any progression stuff like summary screens or cutscenes.
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@ -47,6 +47,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "core/menu/menu.h"
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#include "d_net.h"
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#include "automap.h"
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#include "raze_music.h"
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BEGIN_PS_NS
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@ -221,7 +222,8 @@ void GameInterface::NewGame(MapRecord *map, int skill)
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void GameInterface::LevelCompleted(MapRecord *map, int skill)
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{
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if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
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Mus_Stop();
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if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
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else Intermission(currentLevel, map);
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}
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