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* Fix issue with palette not getting reset when heading to intermission.
* Make map hell maps MUCH less common by ignoring all but the three most recent maps in the buffer for the random option.
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parent
ba573eb9d2
commit
95da13071d
2 changed files with 7 additions and 6 deletions
11
src/d_main.c
11
src/d_main.c
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@ -317,11 +317,12 @@ static void D_Display(void)
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
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if (wipegamestate == GS_LEVEL && rendermode != render_none)
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{
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V_SetPaletteLump("PLAYPAL"); // Reset the palette
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R_ReInitColormaps(0);
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}
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}
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if (wipegamestate == GS_LEVEL && rendermode != render_none)
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{
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V_SetPaletteLump("PLAYPAL"); // Reset the palette
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R_ReInitColormaps(0);
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}
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F_WipeStartScreen();
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@ -3225,7 +3225,7 @@ INT16 G_RandMap(INT16 tolflags, INT16 pprevmap, boolean dontadd, boolean ignoreb
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if (!ignorebuffer)
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{
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for (bufx = 0; bufx < NUMMAPS; bufx++)
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for (bufx = 0; bufx < (maphell ? 3 : NUMMAPS); bufx++)
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{
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if (randmapbuffer[bufx] == -1) // Rest of buffer SHOULD be empty
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break;
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