- force player respawn to call up the player's default class settings before determining where to respawn the player
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192882f63a
commit
0f0768652a
3 changed files with 48 additions and 25 deletions
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@ -4996,31 +4996,9 @@ void StaticPointerSubstitution(AActor* old, AActor* notOld)
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}
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}
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AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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void FLevelLocals::PlayerSpawnPickClass (int playernum)
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{
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player_t *p;
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AActor *mobj, *oldactor;
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uint8_t state;
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DVector3 spawn;
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DAngle SpawnAngle;
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if (mthing == NULL)
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{
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return NULL;
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}
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// not playing?
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if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !PlayerInGame(playernum) )
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return NULL;
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// Old lerp data needs to go
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if (playernum == consoleplayer)
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{
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P_PredictionLerpReset();
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}
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p = Players[playernum];
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auto p = Players[playernum];
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if (p->cls == NULL)
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{
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@ -5049,6 +5027,33 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
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}
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p->cls = PlayerClasses[p->CurrentPlayerClass].Type;
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}
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}
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AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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player_t *p;
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AActor *mobj, *oldactor;
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uint8_t state;
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DVector3 spawn;
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DAngle SpawnAngle;
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if (mthing == NULL)
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{
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return NULL;
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}
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// not playing?
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if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !PlayerInGame(playernum) )
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return NULL;
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// Old lerp data needs to go
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if (playernum == consoleplayer)
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{
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P_PredictionLerpReset();
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}
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p = Players[playernum];
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PlayerSpawnPickClass(playernum);
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if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
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( p->playerstate == PST_REBORN ) &&
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