- Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's
Z position by the MapThing's Z, just like for any other MapThing. - P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags. SVN r3746 (trunk)
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3 changed files with 20 additions and 3 deletions
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@ -4080,7 +4080,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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player_t *p;
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APlayerPawn *mobj, *oldactor;
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BYTE state;
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fixed_t spawn_x, spawn_y;
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fixed_t spawn_x, spawn_y, spawn_z;
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angle_t spawn_angle;
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// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
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@ -4160,8 +4160,24 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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}
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}
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if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
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spawn_z = ONCEILINGZ;
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else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT)
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spawn_z = FLOATRANDZ;
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else
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spawn_z = ONFLOORZ;
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mobj = static_cast<APlayerPawn *>
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(Spawn (p->cls, spawn_x, spawn_y, ONFLOORZ, NO_REPLACE));
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(Spawn (p->cls, spawn_x, spawn_y, spawn_z, NO_REPLACE));
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if (level.flags & LEVEL_USEPLAYERSTARTZ)
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{
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if (spawn_z == ONFLOORZ)
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mobj->z += mthing->z;
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else if (spawn_z == ONCEILINGZ)
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mobj->z -= mthing->z;
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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}
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mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
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oldactor = p->mo;
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