components/prboom/wi_stuff.c
// ====================================================================
// WI_initShowNextLoc
// Purpose: Prepare to show the next level's location
// Args:    none
// Returns: void
//
WI_initShowNextLoc
Purpose: Prepare to show the next level's location
Args:    none
Returns: void
WI_initShowNextLoc Purpose : Prepare to show the next level ' s location Args : none Returns : void
void WI_initShowNextLoc(void)
{
  if ((gamemode != commercial) && (gamemap == 8)) {
    G_WorldDone();
    return;
  }
  state = ShowNextLoc;
  acceleratestage = 0;
  if (compatibility_level == tasdoom_compatibility)
    cnt = 60;
  else
    cnt = SHOWNEXTLOCDELAY * TICRATE;
  WI_initAnimatedBack();
}
void WI_initShowNextLoc ( void ) { if ( ( gamemode != commercial ) && ( gamemap == 8 ) ) { G_WorldDone ( ) ; return ; } state = ShowNextLoc ; acceleratestage = 0 ; if ( compatibility_level == tasdoom_compatibility ) cnt = 60 ; else cnt = SHOWNEXTLOCDELAY * TICRATE ; WI_initAnimatedBack ( ) ; }
WI_initShowNextLoc
Purpose: Prepare to show the next level's location
Args:    none
Returns: void
WI_initShowNextLoc Purpose : Prepare to show the next level ' s location Args : none Returns : void
// e6y: That was pretty easy - only a HEX editor and luck // There is no more desync on ddt-tas.zip\e4tux231.lmp // --------- tasdoom.idb --------- // .text:00031194 loc_31194:      ; CODE XREF: WI_updateStats+3A9j // .text:00031194                 mov     ds:state, 1 // .text:0003119E                 mov     ds:acceleratestage, 0 // .text:000311A8                 mov     ds:cnt, 3Ch // nowhere no hide