- moved more varialbles into FLevelLocals.
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ea1d6634f7
commit
f864a09faa
11 changed files with 59 additions and 82 deletions
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@ -5690,7 +5690,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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{
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// count deathmatch start positions
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FPlayerStart start(mthing, 0);
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deathmatchstarts.Push(start);
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level.deathmatchstarts.Push(start);
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return NULL;
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}
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@ -5793,10 +5793,10 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// save spots for respawning in network games
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FPlayerStart start(mthing, pnum+1);
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playerstarts[pnum] = start;
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level.playerstarts[pnum] = start;
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if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
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{ // When using random player starts, all starts count
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AllPlayerStarts.Push(start);
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level.AllPlayerStarts.Push(start);
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}
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else
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{ // When not using random player starts, later single player
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@ -5804,17 +5804,17 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// ones are for voodoo dolls and not likely to be ideal for
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// spawning regular players.
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unsigned i;
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for (i = 0; i < AllPlayerStarts.Size(); ++i)
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for (i = 0; i < level.AllPlayerStarts.Size(); ++i)
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{
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if (AllPlayerStarts[i].type == pnum+1)
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if (level.AllPlayerStarts[i].type == pnum+1)
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{
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AllPlayerStarts[i] = start;
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level.AllPlayerStarts[i] = start;
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break;
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}
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}
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if (i == AllPlayerStarts.Size())
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if (i == level.AllPlayerStarts.Size())
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{
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AllPlayerStarts.Push(start);
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level.AllPlayerStarts.Push(start);
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}
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}
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if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
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