- Fixed: When starting a teamplay netgame, players who did not specify a team

were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
  because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.


SVN r683 (trunk)
This commit is contained in:
Randy Heit 2008-01-09 02:53:38 +00:00
commit c694c55afd
15 changed files with 112 additions and 49 deletions

View file

@ -744,6 +744,10 @@ bool AActor::UseInventory (AInventory *item)
{
return false;
}
if (dmflags2 & DF2_INFINITE_INVENTORY)
return true;
if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED))
{
item->Destroy ();
@ -3433,6 +3437,8 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
player_t *p;
APlayerPawn *mobj, *oldactor;
BYTE state;
fixed_t spawn_x, spawn_y;
angle_t spawn_angle;
// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
// To make things simpler, figure out which player is being
@ -3484,8 +3490,25 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
p->cls = PlayerClasses[p->CurrentPlayerClass].Type;
}
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
( p->playerstate == PST_REBORN ) &&
( deathmatch == false ) &&
( gameaction != ga_worlddone ) &&
( p->mo != NULL ))
{
spawn_x = p->mo->x;
spawn_y = p->mo->y;
spawn_angle = p->mo->angle;
}
else
{
spawn_x = mthing->x << FRACBITS;
spawn_y = mthing->y << FRACBITS;
spawn_angle = ANG45 * (mthing->angle/45);
}
mobj = static_cast<APlayerPawn *>
(Spawn (p->cls, mthing->x << FRACBITS, mthing->y << FRACBITS, ONFLOORZ, NO_REPLACE));
(Spawn (p->cls, spawn_x, spawn_y, ONFLOORZ, NO_REPLACE));
mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
oldactor = p->mo;
@ -3513,7 +3536,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
// [RH] set color translations for player sprites
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
mobj->angle = ANG45 * (mthing->angle/45);
mobj->angle = spawn_angle;
mobj->pitch = mobj->roll = 0;
mobj->health = p->health;