Fix bad wipe timing for dedi servers on level load
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2 changed files with 12 additions and 6 deletions
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@ -892,7 +892,7 @@ void D_WipeLoop(wipelooptype_t type, UINT8 wipetype, boolean drawMenu)
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}
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#endif
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if (type == WIPELOOP_TITLECARD)
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if (rendermode != render_none && type == WIPELOOP_TITLECARD)
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ST_preLevelTitleCardDrawer();
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D_WipeDraw(drawMenu);
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@ -9012,12 +9012,14 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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levelloading = false;
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}
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if (rendermode != render_none && reloadinggamestate == false)
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if (reloadinggamestate == false)
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{
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R_ResetViewInterpolation(0);
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R_ResetViewInterpolation(0);
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R_UpdateMobjInterpolators();
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if (rendermode != render_none)
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{
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R_ResetViewInterpolation(0);
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R_ResetViewInterpolation(0);
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R_UpdateMobjInterpolators();
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}
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// Title card!
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G_StartTitleCard();
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@ -9026,6 +9028,10 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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if (WipeStageTitle && ranspecialwipe != 2 && fromnetsave == false)
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{
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G_PreLevelTitleCard();
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// don't do a fade-in if we ran the title card, it trips up dedis!
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// normal clients never see the fade-in, and it causes a very brief lag spike
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wipegamestate = gamestate;
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}
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}
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