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Ending music and associated.
* Play the good or bad ending track, instead of perfect silence. * Fade out the credits music over 5 seconds when the credits go to the evaluation (timed to have finished just before the "you unlocked this!" jingle).
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1 changed files with 6 additions and 1 deletions
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@ -1385,6 +1385,8 @@ boolean F_CreditResponder(event_t *event)
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void F_StartGameEvaluation(void)
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void F_StartGameEvaluation(void)
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{
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{
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S_FadeOutStopMusic(5*MUSICRATE);
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// Credits option in secrets menu
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// Credits option in secrets menu
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if (cursaveslot == -1)
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if (cursaveslot == -1)
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{
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{
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@ -1638,7 +1640,7 @@ void F_StartEnding(void)
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gameaction = ga_nothing;
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gameaction = ga_nothing;
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paused = false;
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paused = false;
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CON_ToggleOff();
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CON_ToggleOff();
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S_StopMusic(); // todo: placeholder
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S_StopMusic();
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S_StopSounds();
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S_StopSounds();
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finalecount = -10; // what? this totally isn't a hack. why are you asking?
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finalecount = -10; // what? this totally isn't a hack. why are you asking?
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@ -1719,6 +1721,9 @@ void F_EndingTicker(void)
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return;
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return;
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}
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}
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if (finalecount == -8)
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S_ChangeMusicInternal((goodending ? "_endg" : "_endb"), false);
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if (goodending && finalecount == INFLECTIONPOINT) // time to swap some assets
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if (goodending && finalecount == INFLECTIONPOINT) // time to swap some assets
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{
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{
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endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL);
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endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL);
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