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- block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
At these places there's some inteference that can bring the engine into an unstable state. This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
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2 changed files with 3 additions and 0 deletions
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@ -189,6 +189,7 @@ static void GameTicker()
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case ga_newgame:
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case ga_newgame:
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FX_StopAllSounds();
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FX_StopAllSounds();
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case ga_newgamenostopsound:
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case ga_newgamenostopsound:
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DeleteScreenJob();
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newGameStarted = true;
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newGameStarted = true;
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FX_SetReverb(0);
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FX_SetReverb(0);
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gi->FreeLevelData();
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gi->FreeLevelData();
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@ -915,6 +915,7 @@ public:
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startTime = -1;
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startTime = -1;
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clock = 0;
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clock = 0;
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jobs[index].job->fadestate = DScreenJob::fadeout;
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jobs[index].job->fadestate = DScreenJob::fadeout;
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gamestate = GS_INTRO; // block menu and console during fadeout - this can cause timing problems.
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actionState = State_Fadeout;
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actionState = State_Fadeout;
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}
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}
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else
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else
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@ -959,6 +960,7 @@ void DeleteScreenJob()
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delete runner;
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delete runner;
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runner = nullptr;
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runner = nullptr;
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}
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}
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twod->SetScreenFade(1);
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}
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}
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void RunScreenJobFrame()
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void RunScreenJobFrame()
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