In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080
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@ -6,6 +6,7 @@ main/kmatrix.c, main/net_udp.c: Initialise 'playing' to 0 for UDP kmatrix, makin
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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
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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
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main/menu.c: Check menus[0], not menus[i] in hide_menus - fixing possible crash
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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
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20100326
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--------
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@ -949,8 +949,6 @@ void PlayerFinishedLevel(int secret_flag)
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}
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extern void do_end_game(void);
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//from which level each do you get to each secret level
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// int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
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@ -997,6 +995,9 @@ int AdvanceLevel(int secret_flag)
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newdemo_stop_recording();
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do_end_briefing_screens(Ending_text_filename);
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Game_mode = GM_GAME_OVER;
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return 1;
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} else {
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@ -1028,8 +1029,6 @@ int AdvanceLevel(int secret_flag)
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key_flush();
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Game_mode = GM_GAME_OVER;
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if (Game_wind)
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window_set_visible(Game_wind, 1);
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