My mistake, P_PreTicker calls P_MapStart and P_MapEnd too, so rework my earlier fix a bit

# Conflicts:
#	src/p_setup.c
This commit is contained in:
toaster 2022-03-18 16:58:00 +00:00
parent e3ead54561
commit 9deeb79ac4

View file

@ -4304,6 +4304,8 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
P_RunCachedActions(); P_RunCachedActions();
P_MapEnd(); // tmthing is no longer needed from this point onwards
// Took me 3 hours to figure out why my progression kept on getting overwritten with the titlemap... // Took me 3 hours to figure out why my progression kept on getting overwritten with the titlemap...
if (!titlemapinaction) if (!titlemapinaction)
{ {
@ -4363,14 +4365,13 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1); G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
} }
P_PreTicker(2); P_PreTicker(2);
P_MapStart(); // just in case MapLoad modifies tmthing
LUAh_MapLoad(); LUAh_MapLoad();
P_MapEnd(); // just in case MapLoad modifies tmthing
} }
K_TimerReset(); K_TimerReset();
P_MapEnd(); // tmthing is no longer needed from this point onwards
// No render mode or reloading gamestate, stop here. // No render mode or reloading gamestate, stop here.
if (rendermode == render_none || reloadinggamestate) if (rendermode == render_none || reloadinggamestate)
return true; return true;