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- Blood: removed redundant STAT_Update call in StartLevel.
This was killing the level times for the 'printstats' display.
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@ -84,7 +84,6 @@ void StartLevel(MapRecord* level, bool newgame)
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if (!level) return;
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if (!level) return;
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gFrameCount = 0;
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gFrameCount = 0;
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PlayClock = 0;
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PlayClock = 0;
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STAT_Update(0);
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EndLevel();
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EndLevel();
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inputState.ClearAllInput();
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inputState.ClearAllInput();
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currentLevel = level;
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currentLevel = level;
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