- Added a read barrier to player_t::PrewmorphWeapon.
- Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. SVN r1038 (trunk)
This commit is contained in:
parent
2af3663744
commit
7a215e538a
5 changed files with 17 additions and 6 deletions
|
|
@ -1372,7 +1372,8 @@ void G_DeathMatchSpawnPlayer (int playernum)
|
|||
spot->type = playernum+9100-4;
|
||||
}
|
||||
|
||||
P_SpawnPlayer (spot);
|
||||
AActor *mo = P_SpawnPlayer (spot);
|
||||
if (mo != NULL) P_PlayerStartStomp(mo);
|
||||
}
|
||||
|
||||
//
|
||||
|
|
@ -1443,7 +1444,8 @@ void G_DoReborn (int playernum, bool freshbot)
|
|||
|
||||
if (G_CheckSpot (playernum, &playerstarts[playernum]) )
|
||||
{
|
||||
P_SpawnPlayer (&playerstarts[playernum]);
|
||||
AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
|
||||
if (mo != NULL) P_PlayerStartStomp(mo);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -1469,13 +1471,15 @@ void G_DoReborn (int playernum, bool freshbot)
|
|||
{
|
||||
playerstarts[i].type = playernum + 4001 - 4;
|
||||
}
|
||||
P_SpawnPlayer (&playerstarts[i]);
|
||||
AActor *mo = P_SpawnPlayer (&playerstarts[i]);
|
||||
if (mo != NULL) P_PlayerStartStomp(mo);
|
||||
playerstarts[i].type = oldtype; // restore
|
||||
return;
|
||||
}
|
||||
// he's going to be inside something. Too bad.
|
||||
}
|
||||
P_SpawnPlayer (&playerstarts[playernum]);
|
||||
AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
|
||||
if (mo != NULL) P_PlayerStartStomp(mo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue