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- When the gameaction
is ga_level
, return and don't break.
* This was causing the first input packet to only be sent to the playsim after the first tic occurred. * Previous: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 4; PlayClock: 4; PlayClock: 12;, etc. * Current: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 0; PlayClock: 4; PlayClock: 8;, etc. * Fixes #900.
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@ -268,7 +268,7 @@ static void GameTicker()
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Net_ClearFifo();
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Net_ClearFifo();
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inputState.ClearAllInput();
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inputState.ClearAllInput();
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gamestate = GS_LEVEL;
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gamestate = GS_LEVEL;
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break;
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return;
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case ga_intro:
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case ga_intro:
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gamestate = GS_INTRO;
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gamestate = GS_INTRO;
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