- moved more varialbles into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2017-03-17 12:49:43 +01:00
commit f864a09faa
11 changed files with 59 additions and 82 deletions

View file

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