- Implemented sv_singleplayerrespawn
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4 changed files with 12 additions and 5 deletions
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@ -68,6 +68,7 @@ static FRandom pr_skullpop ("SkullPop");
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
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CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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@ -2212,7 +2213,9 @@ void P_DeathThink (player_t *player)
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if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
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{
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player->cls = NULL; // Force a new class if the player is using a random class
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player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
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player->playerstate =
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(multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn)
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? PST_REBORN : PST_ENTER;
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if (player->mo->special1 > 2)
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{
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player->mo->special1 = 0;
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