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Tidy P_LoadLevel music starting a little
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1 changed files with 2 additions and 4 deletions
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@ -8119,13 +8119,11 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0.
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// Fade out music here. Deduct 2 tics so the fade volume actually reaches 0.
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// But don't halt the music! S_Start will take care of that. This dodges a MIDI crash bug.
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// But don't halt the music! S_Start will take care of that. This dodges a MIDI crash bug.
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if (!(reloadinggamestate || gamestate != GS_LEVEL))
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if (gamestate == GS_LEVEL)
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S_FadeMusic(0, FixedMul(
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S_FadeMusic(0, FixedMul(
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FixedDiv((F_GetWipeLength(wipedefs[wipe_level_toblack])-2)*NEWTICRATERATIO, NEWTICRATE), MUSICRATE));
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FixedDiv((F_GetWipeLength(wipedefs[wipe_level_toblack])-2)*NEWTICRATERATIO, NEWTICRATE), MUSICRATE));
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if (reloadinggamestate)
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if (K_PodiumSequence())
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;
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else if (K_PodiumSequence())
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{
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{
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// mapmusrng is set by local player position in K_ResetCeremony
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// mapmusrng is set by local player position in K_ResetCeremony
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S_InitLevelMusic(true);
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S_InitLevelMusic(true);
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