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G_DoCompleted: Call S_StopSounds earlier so legitimate exit condition sound isn't insta-wiped
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1 changed files with 3 additions and 2 deletions
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@ -4143,6 +4143,9 @@ static void G_DoCompleted(void)
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if (modeattacking && pausedelay)
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if (modeattacking && pausedelay)
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pausedelay = 0;
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pausedelay = 0;
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// We do this here so Challenges-related sounds aren't insta-killed
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S_StopSounds();
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if (legitimateexit && !demo.playback && !mapreset) // (yes you're allowed to unlock stuff this way when the game is modified)
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if (legitimateexit && !demo.playback && !mapreset) // (yes you're allowed to unlock stuff this way when the game is modified)
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{
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{
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UINT8 roundtype = GDGT_CUSTOM;
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UINT8 roundtype = GDGT_CUSTOM;
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@ -4221,8 +4224,6 @@ static void G_DoCompleted(void)
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if (automapactive)
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if (automapactive)
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AM_Stop();
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AM_Stop();
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S_StopSounds();
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prevmap = (INT16)(gamemap-1);
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prevmap = (INT16)(gamemap-1);
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if (!demo.playback)
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if (!demo.playback)
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