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On second thoughts, tie the never-force-a-retry onto skipstats, which is for direct warps. We probably want to force retries for poor performance if intermission is relevant.
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@ -3303,7 +3303,7 @@ void G_ExitLevel(void)
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}
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}
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}
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}
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if (!G_GametypeUsesLives() || nextmapoverride != 0)
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if (!G_GametypeUsesLives() || skipstats != 0)
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; // never force a retry
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; // never force a retry
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else if (specialstageinfo.valid == true || (gametyperules & GTR_BOSS))
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else if (specialstageinfo.valid == true || (gametyperules & GTR_BOSS))
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{
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{
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