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My mistake, P_PreTicker calls P_MapStart and P_MapEnd too, so rework my earlier fix a bit
# Conflicts: # src/p_setup.c
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1 changed files with 4 additions and 3 deletions
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@ -4304,6 +4304,8 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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P_RunCachedActions();
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P_RunCachedActions();
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P_MapEnd(); // tmthing is no longer needed from this point onwards
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// Took me 3 hours to figure out why my progression kept on getting overwritten with the titlemap...
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// Took me 3 hours to figure out why my progression kept on getting overwritten with the titlemap...
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if (!titlemapinaction)
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if (!titlemapinaction)
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{
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{
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@ -4363,14 +4365,13 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
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G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
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}
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}
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P_PreTicker(2);
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P_PreTicker(2);
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P_MapStart(); // just in case MapLoad modifies tmthing
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LUAh_MapLoad();
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LUAh_MapLoad();
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P_MapEnd(); // just in case MapLoad modifies tmthing
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}
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}
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K_TimerReset();
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K_TimerReset();
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P_MapEnd(); // tmthing is no longer needed from this point onwards
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// No render mode or reloading gamestate, stop here.
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// No render mode or reloading gamestate, stop here.
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if (rendermode == render_none || reloadinggamestate)
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if (rendermode == render_none || reloadinggamestate)
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return true;
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return true;
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