In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080

This commit is contained in:
zicodxx 2010-03-27 09:43:27 +00:00
parent c0739acdfe
commit ced670e54a
2 changed files with 4 additions and 4 deletions

View file

@ -6,6 +6,7 @@ main/kmatrix.c, main/net_udp.c: Initialise 'playing' to 0 for UDP kmatrix, makin
main/gameseq.c, main/menu.c: Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
main/game.c: Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
main/menu.c: Check menus[0], not menus[i] in hide_menus - fixing possible crash
main/gameseq.c: In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080
20100326
--------

View file

@ -949,8 +949,6 @@ void PlayerFinishedLevel(int secret_flag)
}
extern void do_end_game(void);
//from which level each do you get to each secret level
// int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
@ -997,6 +995,9 @@ int AdvanceLevel(int secret_flag)
newdemo_stop_recording();
do_end_briefing_screens(Ending_text_filename);
Game_mode = GM_GAME_OVER;
return 1;
} else {
@ -1028,8 +1029,6 @@ int AdvanceLevel(int secret_flag)
key_flush();
Game_mode = GM_GAME_OVER;
if (Game_wind)
window_set_visible(Game_wind, 1);