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* Respawn players that are spectators if it's not a special stage.
* No need to call a function for changing the number of lives when we're within bounds.
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da05371e69
commit
fd873185ae
2 changed files with 28 additions and 3 deletions
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@ -84,6 +84,8 @@ static void TeamScramble_OnChange(void);
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static void NetTimeout_OnChange(void);
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static void JoinTimeout_OnChange(void);
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static void PlayStyle_OnChange(void);
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static void Ringslinger_OnChange(void);
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static void Gravity_OnChange(void);
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static void ForceSkin_OnChange(void);
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@ -350,7 +352,7 @@ static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NUL
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consvar_t cv_inttime = {"inttime", "10", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t playstyle_cons_t[] = {{0, "Individual"}, {1, "Sharing"}, {2, "Together"}, {0, NULL}};
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consvar_t cv_playstyle = {"playstyle", "Together", CV_NETVAR|CV_CHEAT, playstyle_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_playstyle = {"playstyle", "Together", CV_NETVAR|CV_CHEAT|CV_CALL, playstyle_cons_t, PlayStyle_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_steallives = {"steallives", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -3402,6 +3404,29 @@ static void JoinTimeout_OnChange(void)
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jointimeout = (tic_t)cv_jointimeout.value;
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}
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static void PlayStyle_OnChange(void)
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{
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if (!(netgame || multiplayer) || gametype != GT_COOP || G_IsSpecialStage(gamemap))
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return;
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if (cv_playstyle.value != 2)
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{
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INT32 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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if (!players[i].spectator)
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continue;
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if (players[i].lives <= 0)
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continue;
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players[i].playerstate = PST_REBORN;
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}
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}
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}
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UINT32 timelimitintics = 0;
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/** Deals with a timelimit change by printing the change to the console.
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@ -8123,8 +8123,8 @@ boolean P_GetLives(player_t *player)
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{
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if (players[maxlivesplayer].mo)
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S_StartSound(players[maxlivesplayer].mo, sfx_jshard); // placeholder
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P_GivePlayerLives(&players[maxlivesplayer], -1);
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P_GivePlayerLives(player, 1);
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players[maxlivesplayer].lives--;
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player->lives++;
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if (netgame && P_IsLocalPlayer(player))
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S_ChangeMusic(mapmusname, mapmusflags, true);
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else if (player == &players[displayplayer] || player == &players[secondarydisplayplayer])
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