Tidy P_LoadLevel music starting a little

This commit is contained in:
toaster 2023-07-22 18:32:50 +01:00
parent 7c3d3282f0
commit 7c952e3509

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