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move P_MapEnd call in P_LoadLevel further down, so that the P_MapStart/End pair also encloses cached actions and the MapLoad Lua hook
# Conflicts: # src/p_setup.c
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1 changed files with 4 additions and 3 deletions
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@ -4191,7 +4191,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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P_ResetTubeWaypoints();
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P_ResetTubeWaypoints();
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P_MapStart();
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P_MapStart(); // tmthing can be used starting from this point
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// init anything that P_SpawnSlopes/P_LoadThings needs to know
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// init anything that P_SpawnSlopes/P_LoadThings needs to know
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P_InitSpecials();
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P_InitSpecials();
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@ -4283,8 +4283,6 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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// clear special respawning que
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// clear special respawning que
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iquehead = iquetail = 0;
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iquehead = iquetail = 0;
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P_MapEnd();
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// Remove the loading shit from the screen
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// Remove the loading shit from the screen
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if (rendermode != render_none && !titlemapinaction && !reloadinggamestate)
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if (rendermode != render_none && !titlemapinaction && !reloadinggamestate)
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F_WipeColorFill(levelfadecol);
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F_WipeColorFill(levelfadecol);
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@ -4368,8 +4366,11 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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LUAh_MapLoad();
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LUAh_MapLoad();
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}
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}
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K_TimerReset();
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K_TimerReset();
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P_MapEnd(); // tmthing is no longer needed from this point onwards
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// No render mode or reloading gamestate, stop here.
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// No render mode or reloading gamestate, stop here.
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if (rendermode == render_none || reloadinggamestate)
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if (rendermode == render_none || reloadinggamestate)
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return true;
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return true;
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