- Increased the duration of respawn invulnerability by one second.
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer games, not just deathmatch, without the need for turning on alwaysapplydmflags. - Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with alwaysapplydmflags turned on. - Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items. SVN r1035 (trunk)
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5 changed files with 35 additions and 15 deletions
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@ -3682,6 +3682,16 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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// it above, but the other modes don't.
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oldactor->DestroyAllInventory();
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}
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// [BC] Handle temporary invulnerability when respawned
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if ((state == PST_REBORN || state == PST_ENTER) &&
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(dmflags2 & DF2_YES_RESPAWN_INVUL) &&
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(multiplayer || alwaysapplydmflags))
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{
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APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
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invul->EffectTics = 3*TICRATE;
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invul->BlendColor = 0; // don't mess with the view
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p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
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}
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if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
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{
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