Fix bad wipe timing for dedi servers on level load

This commit is contained in:
GenericHeroGuy 2025-03-28 23:32:11 +01:00
parent b34a7cb66b
commit 7a3a1586a1
2 changed files with 12 additions and 6 deletions

View file

@ -892,7 +892,7 @@ void D_WipeLoop(wipelooptype_t type, UINT8 wipetype, boolean drawMenu)
}
#endif
if (type == WIPELOOP_TITLECARD)
if (rendermode != render_none && type == WIPELOOP_TITLECARD)
ST_preLevelTitleCardDrawer();
D_WipeDraw(drawMenu);

View file

@ -9012,12 +9012,14 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
levelloading = false;
}
if (rendermode != render_none && reloadinggamestate == false)
if (reloadinggamestate == false)
{
R_ResetViewInterpolation(0);
R_ResetViewInterpolation(0);
R_UpdateMobjInterpolators();
if (rendermode != render_none)
{
R_ResetViewInterpolation(0);
R_ResetViewInterpolation(0);
R_UpdateMobjInterpolators();
}
// Title card!
G_StartTitleCard();
@ -9026,6 +9028,10 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
if (WipeStageTitle && ranspecialwipe != 2 && fromnetsave == false)
{
G_PreLevelTitleCard();
// don't do a fade-in if we ran the title card, it trips up dedis!
// normal clients never see the fade-in, and it causes a very brief lag spike
wipegamestate = gamestate;
}
}