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- Changed singleplayer allowrespawn to act like a co-op game when you
change levels while dead by immediately respawning you before the switch so that you get to keep all your inventory. - Fixed: G_InitLevelLocals() did not set flags2. SVN r1406 (trunk)
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3 changed files with 9 additions and 2 deletions
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@ -1,3 +1,9 @@
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February 5, 2009
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- Changed singleplayer allowrespawn to act like a co-op game when you
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change levels while dead by immediately respawning you before the switch
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so that you get to keep all your inventory.
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- Fixed: G_InitLevelLocals() did not set flags2.
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February 5, 2009 (Changes by Graf Zahl)
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- fixed: The compatibility parser applied the last map's settings to all
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maps in the compatibility list.
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@ -605,7 +605,7 @@ void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nex
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// If this is co-op, respawn any dead players now so they can
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// keep their inventory on the next map.
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if (multiplayer && !deathmatch && player->playerstate == PST_DEAD)
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
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{
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// Copied from the end of P_DeathThink [[
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player->cls = NULL; // Force a new class if the player is using a random class
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@ -1270,6 +1270,7 @@ void G_InitLevelLocals ()
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level.cluster = info->cluster;
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level.clusterflags = clus ? clus->flags : 0;
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level.flags |= info->flags;
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level.flags2 |= info->flags2;
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level.levelnum = info->levelnum;
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level.Music = info->Music;
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level.musicorder = info->musicorder;
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@ -1296,6 +1297,7 @@ void G_InitLevelLocals ()
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strcpy (level.skypic1, "SKY1");
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strcpy (level.skypic2, "SKY1");
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level.flags = 0;
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level.flags2 = 0;
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level.levelnum = 1;
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}
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@ -3735,7 +3735,6 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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mobj->z = mobj->ceilingz - mobj->height;
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}
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// [BC] Do script stuff
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if (!tempplayer)
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{
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