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Game still needs to abort if no starts exist at all
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parent
c1e362ee83
commit
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2 changed files with 7 additions and 2 deletions
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@ -1575,6 +1575,11 @@ void G_DeathMatchSpawnPlayer (int playernum)
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//
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//
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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{
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{
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if (AllPlayerStarts.Size() == 0) // No starts to pick
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{
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return NULL;
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}
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if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
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if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
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playerstarts[playernum].type == 0)
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playerstarts[playernum].type == 0)
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{
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{
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@ -1210,7 +1210,7 @@ void G_FinishTravel ()
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if (pawndup == NULL)
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if (pawndup == NULL)
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{ // Oh no! there was no start for this player!
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{ // Oh no! there was no start for this player!
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start = G_PickPlayerStart(pnum, PPS_FORCERANDOM);
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start = G_PickPlayerStart(pnum, PPS_FORCERANDOM);
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pawndup = P_SpawnPlayer(start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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if (start != NULL) pawndup = P_SpawnPlayer(start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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if (pawndup == NULL)
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if (pawndup == NULL)
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{
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{
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pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
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pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
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