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Diffstat (limited to 'src/wi_stuff.c')
-rw-r--r--src/wi_stuff.c22
1 files changed, 7 insertions, 15 deletions
diff --git a/src/wi_stuff.c b/src/wi_stuff.c
index 41e6e193..75e2ff9e 100644
--- a/src/wi_stuff.c
+++ b/src/wi_stuff.c
@@ -1,7 +1,7 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
-// $Id: wi_stuff.c 421 2006-03-16 21:46:59Z fraggle $
+// $Id: wi_stuff.c 422 2006-03-16 22:17:45Z fraggle $
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
@@ -44,7 +44,7 @@
//-----------------------------------------------------------------------------
static const char
-rcsid[] = "$Id: wi_stuff.c 421 2006-03-16 21:46:59Z fraggle $";
+rcsid[] = "$Id: wi_stuff.c 422 2006-03-16 22:17:45Z fraggle $";
#include <stdio.h>
@@ -748,11 +748,6 @@ void WI_End(void)
{
void WI_unloadData(void);
WI_unloadData();
-
- // Set state to finished. This prevents trying to draw the screen
- // again using any of the patches we have now unloaded.
-
- state = FinishedIntermission;
}
void WI_initNoState(void)
@@ -768,7 +763,11 @@ void WI_updateNoState(void) {
if (!--cnt)
{
- WI_End();
+ // Don't call WI_End yet. G_WorldDone doesnt immediately
+ // change gamestate, so WI_Drawer is still going to get
+ // run until that happens. If we do that after WI_End
+ // (which unloads all the graphics), we're in trouble.
+ //WI_End();
G_WorldDone();
}
@@ -1559,9 +1558,6 @@ void WI_Ticker(void)
case NoState:
WI_updateNoState();
break;
-
- case FinishedIntermission:
- break;
}
}
@@ -1822,9 +1818,6 @@ void WI_Drawer (void)
case NoState:
WI_drawNoState();
break;
-
- case FinishedIntermission:
- break;
}
}
@@ -1873,7 +1866,6 @@ void WI_initVariables(wbstartstruct_t* wbstartstruct)
void WI_Start(wbstartstruct_t* wbstartstruct)
{
-
WI_initVariables(wbstartstruct);
WI_loadData();