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- changed map startup order to first play a cutscene before loading the level.
Something with the timers is screwing up here if a cutscene gets played - Blood's timer code is even worse than Duke's. Fixes #151.
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1 changed files with 9 additions and 11 deletions
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@ -373,9 +373,6 @@ void StartLevel(GAMEOPTIONS *gameOptions)
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{
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if (!(gGameOptions.uGameFlags&1))
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levelSetupOptions(gGameOptions.nEpisode, gGameOptions.nLevel);
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if (gEpisodeInfo[gGameOptions.nEpisode].cutALevel == gGameOptions.nLevel
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&& gEpisodeInfo[gGameOptions.nEpisode].cutsceneAName)
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gGameOptions.uGameFlags |= 4;
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///////
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gGameOptions.weaponsV10x = gWeaponsV10x;
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@ -891,16 +888,17 @@ static void commonTicker(bool &playvideo)
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}
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if (gStartNewGame)
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{
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StartLevel(&gGameOptions);
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auto completion = [](bool = false)
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{
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levelTryPlayMusicOrNothing(gGameOptions.nEpisode, gGameOptions.nLevel);
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auto completion = [](bool = false)
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{
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StartLevel(&gGameOptions);
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levelTryPlayMusicOrNothing(gGameOptions.nEpisode, gGameOptions.nLevel);
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gNetFifoClock = gFrameClock = totalclock;
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gamestate = GS_LEVEL;
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};
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if ((gGameOptions.uGameFlags & 4))
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};
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if (gEpisodeInfo[gGameOptions.nEpisode].cutALevel == gGameOptions.nLevel
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&& gEpisodeInfo[gGameOptions.nEpisode].cutsceneAName[0])
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levelPlayIntroScene(gGameOptions.nEpisode, completion);
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else
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completion(false);
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