- The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
SVN r3750 (trunk)
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71601f91d1
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0c8e4c37d9
8 changed files with 40 additions and 27 deletions
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@ -182,9 +182,9 @@ BYTE* rejectmatrix;
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bool ForceNodeBuild;
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// Maintain single and multi player starting spots.
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TArray<FMapThing> deathmatchstarts (16);
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FMapThing playerstarts[MAXPLAYERS];
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TArray<FMapThing> AllPlayerStarts;
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TArray<FPlayerStart> deathmatchstarts (16);
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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static void P_AllocateSideDefs (int count);
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@ -3988,7 +3988,7 @@ void P_SetupLevel (char *lumpname, int position)
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if (playeringame[i])
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{
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players[i].mo = NULL;
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FMapThing *mthing = G_PickPlayerStart(i);
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FPlayerStart *mthing = G_PickPlayerStart(i);
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P_SpawnPlayer(mthing, i);
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}
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}
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