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# Changelog
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## v7.1
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### cl_maxfps singleplayer — simplify freeze sync
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-**Removed SV/CL throttle pairing** (`Qcommon_Frame` Pre + `SV_Frame` override) and **ExitLevel** / **GameDllLoaded** lifecycle hooks — freeze-flag sync alone fixes the post-cinematic black screen.
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-**Kept:**`CL_Frame` NOP patch, sofplus `sp_Sys_Mil` detour, **CinematicFreeze** mirror to exe, **M_PushMenu** Pre clear when game freeze is already off.
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-**README:** Documents root cause — throttled `CL_Frame` lets `intermission` run at `Qcommon_Frame` top `Cbuf_Execute` while exe `cinematicfreeze` is still set.
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### Internal menus — loading screen & HTTP maps
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-**Vanilla `loading.rmf`** for all local loads; custom Buddy loading UI only during **MP connect** or **HTTP maps** download.
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-**`loading_network.rmf`:** conditional map/download status panel in loading header via `_sofbuddy_loading_network` (`cninclude` on vanilla loading).
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-**`SCR_BeginLoadingPlaque`:** skip redundant second plaque push during HTTP precache (avoids killmenu flash / client instability before spawn); `killmenu` only on custom loading path.
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