diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index 94fcbbad..bf18f2f0 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -283,7 +283,7 @@ static void startmode(const int mode) gotomode = mode; graphics.fademode = 2; /* fading out */ fadetomode = true; - fadetomodedelay = 16; + fadetomodedelay = 19; } static int* user_changing_volume = NULL; @@ -2531,7 +2531,7 @@ static void mapmenuactionpress(const bool version2_2) if (!version2_2) { game.fadetomenu = true; - game.fadetomenudelay = 16; + game.fadetomenudelay = 19; } music.playef(11); break; @@ -2549,7 +2549,7 @@ static void mapmenuactionpress(const bool version2_2) if (!version2_2) { game.fadetolab = true; - game.fadetolabdelay = 16; + game.fadetolabdelay = 19; } music.playef(11); break; diff --git a/desktop_version/src/Render.cpp b/desktop_version/src/Render.cpp index 2f1b4c52..8c8c58e5 100644 --- a/desktop_version/src/Render.cpp +++ b/desktop_version/src/Render.cpp @@ -2714,7 +2714,11 @@ void maprender(void) // We need to draw the black screen above the menu in order to disguise it // being jankily brought down in glitchrunner mode when exiting to the title // Otherwise, there's no reason to obscure the menu - if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2) || graphics.fademode == 3 || graphics.fademode == 5) + if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2) + || graphics.fademode == 3 + || graphics.fademode == 5 + || game.fadetomenu + || game.fadetolab) { graphics.drawfade(); }