mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- Increased the duration of respawn invulnerability by one second.
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer games, not just deathmatch, without the need for turning on alwaysapplydmflags. - Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with alwaysapplydmflags turned on. - Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items. SVN r1035 (trunk)
This commit is contained in:
parent
9e42cdaf08
commit
7c40cf9ce0
5 changed files with 35 additions and 15 deletions
|
@ -1,4 +1,11 @@
|
|||
June 14, 2008
|
||||
- Increased the duration of respawn invulnerability by one second.
|
||||
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer
|
||||
games, not just deathmatch, without the need for turning on
|
||||
alwaysapplydmflags.
|
||||
- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
|
||||
alwaysapplydmflags turned on.
|
||||
- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.
|
||||
- Replaced the naive area sound implementation with one that takes into
|
||||
consideration the size and shape of the sector producing the sound. See
|
||||
the lifts on Doom 2 MAP30 and compare with previous versions.
|
||||
|
|
|
@ -1222,15 +1222,6 @@ void G_PlayerReborn (int player)
|
|||
bglobal.CleanBotstuff (p);
|
||||
else
|
||||
p->isbot = false;
|
||||
|
||||
// [BC] Handle temporary invulnerability when respawned
|
||||
if ((dmflags2 & DF2_YES_RESPAWN_INVUL) && (deathmatch || alwaysapplydmflags))
|
||||
{
|
||||
APowerup *invul = static_cast<APowerup*>(actor->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
|
||||
invul->EffectTics = 2*TICRATE;
|
||||
invul->BlendColor = 0; // don't mess with the view
|
||||
actor->effects |= FX_RESPAWNINVUL; // [RH] special effect
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -98,7 +98,7 @@ enum
|
|||
IF_KEEPDEPLETED = 1<<13, // Items with this flag are retained even when they run out.
|
||||
IF_IGNORESKILL = 1<<14, // Ignores any skill related multiplicators when giving this item.
|
||||
IF_CREATECOPYMOVED = 1<<15, // CreateCopy changed the owner (copy's Owner field holds new owner).
|
||||
IF_INITEFFECTFAILED = 1<<16 // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
|
||||
IF_INITEFFECTFAILED = 1<<16, // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
|
||||
};
|
||||
|
||||
struct vissprite_t;
|
||||
|
|
|
@ -3682,6 +3682,16 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
|
|||
// it above, but the other modes don't.
|
||||
oldactor->DestroyAllInventory();
|
||||
}
|
||||
// [BC] Handle temporary invulnerability when respawned
|
||||
if ((state == PST_REBORN || state == PST_ENTER) &&
|
||||
(dmflags2 & DF2_YES_RESPAWN_INVUL) &&
|
||||
(multiplayer || alwaysapplydmflags))
|
||||
{
|
||||
APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
|
||||
invul->EffectTics = 3*TICRATE;
|
||||
invul->BlendColor = 0; // don't mess with the view
|
||||
p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
|
||||
}
|
||||
|
||||
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
|
||||
{
|
||||
|
|
|
@ -748,8 +748,6 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
|
|||
return;
|
||||
}
|
||||
|
||||
// If we don't want to lose anything, then we don't need to bother checking
|
||||
// the old inventory.
|
||||
if (dmflags & (DF_COOP_LOSE_KEYS |
|
||||
DF_COOP_LOSE_WEAPONS |
|
||||
DF_COOP_LOSE_AMMO |
|
||||
|
@ -781,11 +779,25 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
|
|||
item->Destroy();
|
||||
}
|
||||
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
|
||||
defitem == NULL &&
|
||||
item->IsKindOf(RUNTIME_CLASS(AArmor)))
|
||||
{
|
||||
if (defitem != NULL)
|
||||
{
|
||||
item->Destroy();
|
||||
}
|
||||
else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
|
||||
{
|
||||
static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
|
||||
item->Amount = defitem->Amount;
|
||||
}
|
||||
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
||||
{
|
||||
static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
|
||||
static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
|
||||
static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
|
||||
static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(defitem)->Slots[3];
|
||||
}
|
||||
}
|
||||
else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
|
||||
defitem == NULL &&
|
||||
item->IsKindOf(RUNTIME_CLASS(APowerupGiver)))
|
||||
|
@ -1853,7 +1865,7 @@ void P_DeathThink (player_t *player)
|
|||
}
|
||||
|
||||
if ((player->cmd.ucmd.buttons & BT_USE ||
|
||||
((deathmatch || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
|
||||
((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
|
||||
{
|
||||
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue