Fix broken death exit in Doom E1M8.
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3 changed files with 5 additions and 5 deletions
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@ -100,7 +100,7 @@ extend Class SWWMHandler
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// reset score on dead players (death exit™)
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for ( int i=0; i<MAXPLAYERS; i++ )
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{
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if ( !playeringame[i] || (players[i].Health > 0) ) continue;
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if ( !playeringame[i] || (players[i].playerstate != PST_DEAD) ) continue;
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let c = SWWMCredits.Find(players[i]);
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if ( c ) c.credits = c.hcredits = 0;
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}
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@ -112,7 +112,7 @@ extend Class SWWMHandler
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{
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for ( int i=0; i<MAXPLAYERS; i++ )
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{
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if ( !playeringame[i] || !players[i].mo ) continue;
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if ( !playeringame[i] || !players[i].mo || (players[i].playerstate == PST_DEAD) ) continue;
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players[i].mo.GiveInventory("InventoryWipeToken",1);
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// the playerpawn will know what to do with this in its PreTravelled()
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}
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@ -2935,7 +2935,7 @@ Class Demolitionist : PlayerPawn
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// clean up attached actors
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if ( selflight ) selflight.Destroy();
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// inventory wipes
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if ( FindInventory("InventoryWipeToken") )
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if ( FindInventory("InventoryWipeToken") && (player.playerstate != PST_DEAD) )
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SWWMUtility.WipeInventory(self,swwm_resetscore);
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}
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override void Travelled()
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