- removed some more hubtravel related player start fudging.

* do not skip the player_t init when travelling in a hub. The old player may still be needed in some edge cases. This applies only to singleplayer for now. The multiplayer version still needs reviewing. I left it alone because it may shuffle players around which is not wanted when doing hub travelling.
 * do not spawn two temp players in G_FinishTravel. Instead handle the case where no player_t::mo can be found gracefully by adding a few nullptr checks. This temp player served no real purpose except for having a valid pointer. The actual start position was retrieved from somewhere else.
This commit is contained in:
Christoph Oelckers 2016-09-25 01:28:27 +02:00
commit 6a6a0e8017
2 changed files with 17 additions and 23 deletions

View file

@ -537,7 +537,7 @@ void P_SerializeSounds(FSerializer &arc)
//==========================================================================
void CopyPlayer(player_t *dst, player_t *src, const char *name);
static void ReadOnePlayer(FSerializer &arc, bool skipload);
static void ReadOnePlayer(FSerializer &arc);
static void ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayersNow, bool skipload);
static void SpawnExtraPlayers();
@ -594,7 +594,7 @@ void P_SerializePlayers(FSerializer &arc, bool skipload)
// first player present, no matter what their name.
if (numPlayers == 1)
{
ReadOnePlayer(arc, skipload);
ReadOnePlayer(arc);
}
else
{
@ -617,7 +617,7 @@ void P_SerializePlayers(FSerializer &arc, bool skipload)
//
//==========================================================================
static void ReadOnePlayer(FSerializer &arc, bool skipload)
static void ReadOnePlayer(FSerializer &arc)
{
int i;
const char *name = NULL;
@ -636,10 +636,7 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
didIt = true;
player_t playerTemp;
playerTemp.Serialize(arc);
if (!skipload)
{
CopyPlayer(&players[i], &playerTemp, name);
}
CopyPlayer(&players[i], &playerTemp, name);
}
else
{