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- Duke: Remove player_struct::resurrected
flag I added in 2021 and fix issue properly.
* The check for `player_struct::dead_flag` in `FinalizeInput()` was overzealous and is not checked in the original code in this instance.
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d17650f885
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d6b68dec5e
9 changed files with 2 additions and 12 deletions
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@ -66,7 +66,6 @@ static const char *cheatGod(int myconnectindex, int state)
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auto* p = &ps[myconnectindex];
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auto act = p->GetActor();
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p->resurrected = true;
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act->spr.extra = gs.max_player_health;
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act->hitextra = 0;
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if (ud.god)
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@ -2268,7 +2268,6 @@ int ParseState::parse(void)
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ps[g_p].wackedbyactor = nullptr;
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ps[g_p].shield_amount = gs.max_armour_amount;
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ps[g_p].dead_flag = 0;
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ps[g_p].resurrected = false;
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ps[g_p].pals.a = 0;
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ps[g_p].footprintcount = 0;
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ps[g_p].weapreccnt = 0;
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@ -85,7 +85,6 @@ void hud_input(int plnum)
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{
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p->GetActor()->spr.extra += 2;
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p->last_extra = p->GetActor()->spr.extra;
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p->resurrected = true;
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}
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else if (p->GetActor()->spr.extra < gs.max_player_health)
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p->GetActor()->spr.extra = gs.max_player_health;
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@ -771,7 +770,7 @@ static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, I
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static void FinalizeInput(player_struct *p, InputPacket& input)
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{
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if (gamestate != GS_LEVEL || movementBlocked(p) || p->GetActor()->spr.extra <= 0 || (p->dead_flag && !ud.god && !p->resurrected))
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if (gamestate != GS_LEVEL || movementBlocked(p) || p->GetActor()->spr.extra <= 0)
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{
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// neutralize all movement when not in a game, blocked or in automap follow mode
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loc.fvel = loc.svel = 0;
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@ -726,7 +726,7 @@ void playerJump(int snum, double floorz, double ceilingz)
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void player_struct::apply_seasick()
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{
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if (isRRRA() && SeaSick && (dead_flag == 0 || (dead_flag && resurrected)))
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if (isRRRA() && SeaSick && (dead_flag == 0))
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{
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if (SeaSick < 250)
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{
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@ -91,7 +91,6 @@ void resetplayerstats(int snum)
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gFullMap = 0;
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p->dead_flag = 0;
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p->resurrected = false;
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p->wackedbyactor = nullptr;
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p->falling_counter = 0;
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p->quick_kick = 0;
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@ -151,7 +151,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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.Array("weaprecs", w.weaprecs, w.weapreccnt)
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("interface_toggle_flag", w.interface_toggle_flag)
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("dead_flag", w.dead_flag)
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("resurrected", w.resurrected)
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("show_empty_weapon", w.show_empty_weapon)
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("scuba_amount", w.scuba_amount)
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("jetpack_amount", w.jetpack_amount)
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@ -276,8 +276,6 @@ struct player_struct
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int max_secret_rooms, secret_rooms, max_actors_killed, actors_killed;
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bool resurrected;
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// Redneck Rampage additions. Those which did not have names in the reconstructed source got one from either RedneckGDX or RedNukem.
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// Items were reordered by size.
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int stairs;
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@ -898,7 +898,6 @@ DEFINE_FIELD_X(DukePlayer, player_struct, max_secret_rooms)
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DEFINE_FIELD_X(DukePlayer, player_struct, secret_rooms)
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DEFINE_FIELD_X(DukePlayer, player_struct, max_actors_killed)
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DEFINE_FIELD_X(DukePlayer, player_struct, actors_killed)
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DEFINE_FIELD_X(DukePlayer, player_struct, resurrected)
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DEFINE_FIELD_X(DukePlayer, player_struct, stairs)
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DEFINE_FIELD_X(DukePlayer, player_struct, detonate_count)
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//DEFINE_FIELD_X(DukePlayer, player_struct, noise.X)
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@ -303,8 +303,6 @@ struct DukePlayer native
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native int max_secret_rooms, secret_rooms, max_actors_killed, actors_killed;
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native bool resurrected;
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// Redneck Rampage additions. Those which did not have names in the reconstructed source got one from either RedneckGDX or RedNukem.
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// Items were reordered by size.
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native int stairs;
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