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Make level white fade use timeinmap instead of leveltime
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1 changed files with 3 additions and 3 deletions
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@ -2060,11 +2060,11 @@ void ST_Drawer(void)
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}
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}
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// Draw a white fade on level opening
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// Draw a white fade on level opening
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if (leveltime < 15)
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if (timeinmap < 15)
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{
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{
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if (leveltime <= 5)
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if (timeinmap <= 5)
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V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
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V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
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else
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else
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V_DrawFadeScreen(120, 15-leveltime); // Then gradually fade out from there
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V_DrawFadeScreen(120, 15-timeinmap); // Then gradually fade out from there
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}
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}
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}
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}
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