- 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:
Christoph Oelckers 2008-06-15 23:09:01 +00:00
commit 7a215e538a
5 changed files with 17 additions and 6 deletions

View file

@ -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);
}
}
}