From e155da7280ab62748a80ece0a1f56a6bf3be9eb7 Mon Sep 17 00:00:00 2001 From: toaster Date: Sun, 17 Nov 2019 14:14:38 +0000 Subject: [PATCH] Since I had to tweak this branch to do the scrapped changing-to-title-music-at-a-different-time thing (since it was too late, and too late is WAY worse than too early): Have the credits music fade out over a shorter time when going to the title screen (vs going to evaluation), as opposed to stopping entirely. --- src/f_finale.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/f_finale.c b/src/f_finale.c index d925f4689..547a9e240 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -1385,15 +1385,16 @@ boolean F_CreditResponder(event_t *event) void F_StartGameEvaluation(void) { - S_FadeOutStopMusic(5*MUSICRATE); - // Credits option in secrets menu if (cursaveslot == -1) { + S_FadeOutStopMusic(2*MUSICRATE); F_StartGameEnd(); return; } + S_FadeOutStopMusic(5*MUSICRATE); + G_SetGamestate(GS_EVALUATION); // Just in case they're open ... somehow @@ -2153,7 +2154,6 @@ void F_StartGameEnd(void) gameaction = ga_nothing; paused = false; CON_ToggleOff(); - S_StopMusic(); S_StopSounds(); // In case menus are still up?!!