From afe4a45a76cdff68bd4ddec735e146f9333ca3ce Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 9 Aug 2019 10:39:09 +0200 Subject: [PATCH] - fixed: The frozen state was not reset when the global level variable was reset. --- src/g_level.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/g_level.cpp b/src/g_level.cpp index fc556c5d439..6cf4adad1af 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -99,6 +99,8 @@ EXTERN_CVAR (Float, sv_aircontrol) EXTERN_CVAR (Int, disableautosave) EXTERN_CVAR (String, playerclass) +extern uint8_t globalfreeze, globalchangefreeze; + #define SNAP_ID MAKE_ID('s','n','A','p') #define DSNP_ID MAKE_ID('d','s','N','p') #define VIST_ID MAKE_ID('v','i','S','t') @@ -470,6 +472,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel) UnlatchCVars (); G_VerifySkill(); UnlatchCVars (); + globalfreeze = globalchangefreeze = 0; for (auto Level : AllLevels()) { Level->Thinkers.DestroyThinkersInList(STAT_STATIC); @@ -1585,6 +1588,7 @@ void FLevelLocals::Init() flags2 = 0; flags3 = 0; ImpactDecalCount = 0; + frozenstate = 0; info = FindLevelInfo (MapName);