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game: change level hack
Look like ReRelease code just ignore spawn target if target has not found.
`base2` has `eou1_.cin+*bunk1$start` as target but `bunk1` does not have such target.
Look to:
* 8dc1fc9794/rerelease/p_client.cpp (L1492)
* https://github.com/yquake2/yquake2remaster/issues/22
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parent
78c7f62aba
commit
ded6f0c962
1 changed files with 34 additions and 24 deletions
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@ -1706,6 +1706,31 @@ SelectCoopSpawnPoint(edict_t *ent)
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return spot;
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}
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static edict_t *
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SelectSpawnPointByTarget(const char *spawnpoint)
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{
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edict_t *spot = NULL;
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while ((spot = G_Find(spot, FOFS(classname), "info_player_start")) != NULL)
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{
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if (!spawnpoint[0] && !spot->targetname)
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{
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break;
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}
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if (!spawnpoint[0] || !spot->targetname)
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{
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continue;
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}
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if (Q_stricmp(spawnpoint, spot->targetname) == 0)
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{
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break;
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}
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}
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return spot;
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}
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/*
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* Chooses a player start, deathmatch start, coop start, etc
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*/
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@ -1743,37 +1768,22 @@ SelectSpawnPoint(edict_t *ent, vec3_t origin, vec3_t angles)
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/* find a single player start spot */
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if (!spot)
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{
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while ((spot = G_Find(spot, FOFS(classname), "info_player_start")) != NULL)
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{
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if (!game.spawnpoint[0] && !spot->targetname)
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{
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break;
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}
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spot = SelectSpawnPointByTarget(game.spawnpoint);
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if (!game.spawnpoint[0] || !spot->targetname)
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if (!spot)
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{
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continue;
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}
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if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
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{
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break;
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}
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/* previous map use incorrect target, use default */
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spot = SelectSpawnPointByTarget("");
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}
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if (!spot)
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{
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if (!game.spawnpoint[0])
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{
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/* still no spawnpoint? use any */
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gi.dprintf("Couldn't find spawn point '%s'\n", game.spawnpoint);
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/* there wasn't a spawnpoint without a target, so use any */
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spot = G_Find(spot, FOFS(classname), "info_player_start");
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}
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if (!spot)
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{
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gi.error("Couldn't find spawn point '%s'\n", game.spawnpoint);
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}
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}
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}
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/* If we are in coop and we didn't find a coop
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