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I recorded a demo and I tried to remove the pause with a hex editor. I failed to do it and even demo editors like Lmp-it and LMPC failed. The demo will desynch. I added a pause command in the second player's tic, right after the first player's tic that had a pause command. The level's music will stop playing in vanilla, but it will continue to play in Chocolate-Doom. It's between the first and second frag.
This reverts the following commit, which drew the automap beneath the
bezel for decreased screen sizes. I am not sure anymore why I would
have ever wanted it this way:
fabiangreffrath@8acfb03Fixeschocolate-doom#446.
Also, moving the call to `AM_Drawer()` past `R_DrawViewBorder()` fixeschocolate-doom#340.
I recorded a demo and I tried to remove the pause with a hex editor. I failed to do it and even demo editors like Lmp-it and LMPC failed. The demo will desynch. I added a pause command in the second player's tic, right after the first player's tic that had a pause command. The level's music will stop playing in vanilla, but it will continue to play in Chocolate-Doom. It's between the first and second frag.
Demo file and map.
http://www.mediafire.com/download/wc9512ztfvrg3vb/music-stop.zip
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