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https://github.com/KartKrewDev/RingRacers.git
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Fix dedicated server Encore warp getting ahead of non-dedicated clients
There was new waiting time added to the non-dedicated behaviour that was not added for the other case
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1 changed files with 30 additions and 23 deletions
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@ -8373,30 +8373,9 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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// will be set by player think.
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players[consoleplayer].viewz = 1;
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// Cancel all d_main.c fadeouts (keep fade in though).
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if (reloadinggamestate)
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wipegamestate = gamestate; // Don't fade if reloading the gamestate
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// Encore mode fade to pink to white
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// This is handled BEFORE sounds are stopped.
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else if (encoremode && !prevencoremode && modeattacking == ATTACKING_NONE && !demo.rewinding)
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{
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if (rendermode != render_none)
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{
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tic_t locstarttime, endtime, nowtime;
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// (This define might be useful for other areas of code? Not sure)
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tic_t locstarttime, endtime, nowtime;
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Music_StopAll(); // er, about that...
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// Fade to an inverted screen, with a circle fade...
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F_WipeStartScreen();
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V_EncoreInvertScreen();
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F_WipeEndScreen();
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S_StartSound(NULL, sfx_ruby1);
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F_RunWipe(wipe_encore_toinvert, wipedefs[wipe_encore_toinvert], false, NULL, false, false);
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// Hold on invert for extra effect.
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// (This define might be useful for other areas of code? Not sure)
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#define WAIT(timetowait) \
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locstarttime = nowtime = lastwipetic; \
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endtime = locstarttime + timetowait; \
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@ -8415,6 +8394,28 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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NetKeepAlive(); \
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} \
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// Cancel all d_main.c fadeouts (keep fade in though).
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if (reloadinggamestate)
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wipegamestate = gamestate; // Don't fade if reloading the gamestate
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// Encore mode fade to pink to white
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// This is handled BEFORE sounds are stopped.
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else if (encoremode && !prevencoremode && modeattacking == ATTACKING_NONE && !demo.rewinding)
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{
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if (rendermode != render_none)
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{
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Music_StopAll(); // er, about that...
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// Fade to an inverted screen, with a circle fade...
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F_WipeStartScreen();
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V_EncoreInvertScreen();
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F_WipeEndScreen();
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S_StartSound(NULL, sfx_ruby1);
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F_RunWipe(wipe_encore_toinvert, wipedefs[wipe_encore_toinvert], false, NULL, false, false);
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// Hold on invert for extra effect.
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WAIT((3*TICRATE)/2);
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S_StartSound(NULL, sfx_ruby2);
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@ -8441,9 +8442,15 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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{
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// dedicated servers can call this now, to wait the appropriate amount of time for clients to wipe
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F_RunWipe(wipe_encore_towhite, wipedefs[wipe_encore_towhite], false, "FADEMAP1", false, true);
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WAIT((3*TICRATE)/2);
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F_RunWipe(wipe_level_toblack, wipedefs[wipe_level_toblack], false, "FADEMAP0", false, false);
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WAIT((3*TICRATE)/4);
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}
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}
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#undef WAIT
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// Special stage & record attack retry fade to white
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// This is handled BEFORE sounds are stopped.
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