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Use S_AttemptToRestoreMusic to handle music after server connection
Resolves #473
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2fd7c7717c
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2dbb11af89
3 changed files with 11 additions and 9 deletions
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@ -3960,6 +3960,9 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
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playerconsole[newplayernum] = console;
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G_BuildLocalSplitscreenParty(newplayernum);
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if (node == mynode && splitscreenplayer == 0)
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S_AttemptToRestoreMusic(); // Earliest viable point
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if (netgame)
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{
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char joinmsg[256];
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@ -1362,7 +1362,7 @@ static UINT32 queue_fadeinms;
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static tic_t pause_starttic;
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static void S_AttemptToRestoreMusic(void)
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void S_AttemptToRestoreMusic(void)
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{
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switch (gamestate)
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{
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@ -1376,6 +1376,9 @@ static void S_AttemptToRestoreMusic(void)
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case GS_INTERMISSION:
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S_ChangeMusicInternal("racent", true);
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break;
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case GS_CEREMONY:
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S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
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break;
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case GS_TITLESCREEN:
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S_ChangeMusicInternal("_title", looptitle);
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break;
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@ -2975,14 +2978,7 @@ void S_InitLevelMusic(boolean fromnetsave)
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mapmusresume = 0;
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}
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S_StopMusic(); // Starting ambience should always be restarted, if playing.
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if (leveltime < (starttime + (TICRATE/2))) // SRB2Kart
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{
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;
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}
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else
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S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
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S_StopMusic();
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S_ResetMusicStack();
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music_stack_noposition = false;
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@ -346,6 +346,9 @@ void S_ResumeAudio(void);
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void S_EnableSound(void);
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void S_DisableSound(void);
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// Attempt to restore music based on gamestate.
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void S_AttemptToRestoreMusic(void);
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//
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// Music Fading
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//
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