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Instead of making conditions which check for death individually check for special stages to prevent lives loss, just set G_GametypeUsesLives to false in a special stage.
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2 changed files with 2 additions and 2 deletions
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@ -3099,7 +3099,7 @@ boolean G_GametypeUsesLives(void)
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// Coop, Competitive
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if ((gametype == GT_COOP || gametype == GT_COMPETITION)
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&& !(modeattacking || metalrecording) // No lives in Time Attack
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//&& !G_IsSpecialStage(gamemap)
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&& !G_IsSpecialStage(gamemap)
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&& !(maptol & TOL_NIGHTS)) // No lives in NiGHTS
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return true;
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return false;
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@ -2521,7 +2521,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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if ((target->player->lives <= 1) && (netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value == 0))
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;
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else if (!target->player->bot && !target->player->spectator && !G_IsSpecialStage(gamemap) && (target->player->lives != INFLIVES)
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else if (!target->player->bot && !target->player->spectator && (target->player->lives != INFLIVES)
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&& G_GametypeUsesLives())
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{
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target->player->lives -= 1; // Lose a life Tails 03-11-2000
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