Improved "respawn where died" functionality (#2831)

Now uses a "last safe position" system instead. This:
-Prevents players from slipping into places they shouldn't via their dead body and then respawning there
-No longer sends players back to spawn if they fall into kill pits
-Adds a safety feature where the kill command always resets back to spawn should a player ever get stuck somewhere
This commit is contained in:
Boondorl 2024-11-24 09:44:47 -05:00 committed by GitHub
commit 941f9502e9
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6 changed files with 44 additions and 11 deletions

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@ -5594,16 +5594,13 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
PlayerSpawnPickClass(playernum);
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
( p->playerstate == PST_REBORN ) &&
( deathmatch == false ) &&
( gameaction != ga_worlddone ) &&
( p->mo != NULL ) &&
( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
( NULL != p->attacker ) && // don't respawn on damaging floors
( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
if ((dmflags2 & DF2_SAME_SPAWN_SPOT) && !deathmatch
&& p->mo != nullptr && p->playerstate == PST_REBORN
&& gameaction != ga_worlddone
&& !(p->mo->Sector->Flags & SECF_NORESPAWN)
&& p->LastDamageType != NAME_Suicide)
{
spawn = p->mo->Pos();
spawn = p->LastSafePos;
SpawnAngle = p->mo->Angles.Yaw;
}
else