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level_nosync only temporarily resists batch operations
It's supposed to resist Music_StopAll so it doesn't get reset when the level changes. But only do this for one turn, so level music does not have the potential to leak into other contexts.
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2 changed files with 5 additions and 7 deletions
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@ -39,7 +39,6 @@ void Music_Init(void)
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Tune& tune = g_tunes.insert("level_nosync", g_tunes.find("level"));
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tune.sync = false;
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tune.resist = true;
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}
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{
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@ -8112,20 +8112,19 @@ void P_LoadLevelMusic(void)
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{
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const char *music = mapheaderinfo[gamemap-1]->musname[mapmusrng];
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Music_StopAll();
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if (gametyperules & GTR_NOPOSITION)
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{
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if (stricmp(Music_Song("level_nosync"), music))
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if (!stricmp(Music_Song("level_nosync"), music))
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{
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Music_Stop("level_nosync"); // reset when music changes
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// Do not reset music if it is the same
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Music_BatchExempt("level_nosync");
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}
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Music_StopAll();
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Music_Remap("level_nosync", music);
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}
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else
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{
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Music_Stop("level_nosync");
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Music_Remap("level_nosync", ""); // signal that this should not play
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Music_StopAll();
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Music_Remap("level", music);
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tic_t level_music_start = starttime + (TICRATE/2);
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