- The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.

SVN r3750 (trunk)
This commit is contained in:
Randy Heit 2012-07-08 02:18:15 +00:00
commit 0c8e4c37d9
8 changed files with 40 additions and 27 deletions

View file

@ -182,9 +182,9 @@ BYTE* rejectmatrix;
bool ForceNodeBuild;
// Maintain single and multi player starting spots.
TArray<FMapThing> deathmatchstarts (16);
FMapThing playerstarts[MAXPLAYERS];
TArray<FMapThing> AllPlayerStarts;
TArray<FPlayerStart> deathmatchstarts (16);
FPlayerStart playerstarts[MAXPLAYERS];
TArray<FPlayerStart> AllPlayerStarts;
static void P_AllocateSideDefs (int count);
@ -3988,7 +3988,7 @@ void P_SetupLevel (char *lumpname, int position)
if (playeringame[i])
{
players[i].mo = NULL;
FMapThing *mthing = G_PickPlayerStart(i);
FPlayerStart *mthing = G_PickPlayerStart(i);
P_SpawnPlayer(mthing, i);
}
}