mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
Added level transition spawning for missing starts
- Additional player bodies are spawned for any absent starts in co-op. - Removed now-redundant bot start limitation
This commit is contained in:
parent
409525cde6
commit
c1e362ee83
3 changed files with 66 additions and 63 deletions
|
@ -369,14 +369,6 @@ bool FCajunMaster::DoAddBot (BYTE *info, botskill_t skill)
|
|||
|
||||
D_ReadUserInfoStrings (bnum, &info, false);
|
||||
|
||||
if (!deathmatch && playerstarts[bnum].type == 0)
|
||||
{
|
||||
Printf ("%s tried to join, but there was no player %d start\n",
|
||||
players[bnum].userinfo.GetName(), bnum+1);
|
||||
ClearPlayer (bnum, false); // Make the bot inactive again
|
||||
return false;
|
||||
}
|
||||
|
||||
multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
|
||||
players[bnum].Bot = new DBot;
|
||||
players[bnum].Bot->player = &players[bnum];
|
||||
|
|
|
@ -1422,6 +1422,8 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
|
|||
fixed_t z, oldz;
|
||||
int i;
|
||||
|
||||
if (mthing->type == 0) return false;
|
||||
|
||||
x = mthing->x;
|
||||
y = mthing->y;
|
||||
z = mthing->z;
|
||||
|
|
119
src/g_level.cpp
119
src/g_level.cpp
|
@ -1195,74 +1195,83 @@ void G_FinishTravel ()
|
|||
TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
|
||||
APlayerPawn *pawn, *pawndup, *oldpawn, *next;
|
||||
AInventory *inv;
|
||||
FPlayerStart *start;
|
||||
int pnum;
|
||||
|
||||
next = it.Next ();
|
||||
while ( (pawn = next) != NULL)
|
||||
{
|
||||
next = it.Next ();
|
||||
pnum = (pawn->player - players);
|
||||
pawn->ChangeStatNum (STAT_PLAYER);
|
||||
pawndup = pawn->player->mo;
|
||||
start = NULL;
|
||||
assert (pawn != pawndup);
|
||||
if (pawndup == NULL)
|
||||
{ // Oh no! there was no start for this player!
|
||||
pawn->flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
|
||||
pawn->Destroy ();
|
||||
start = G_PickPlayerStart(pnum, PPS_FORCERANDOM);
|
||||
pawndup = P_SpawnPlayer(start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
|
||||
if (pawndup == NULL)
|
||||
{
|
||||
pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
|
||||
pawn->Destroy();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
if (start == NULL) start = G_PickPlayerStart(pnum, 0);
|
||||
oldpawn = pawndup;
|
||||
|
||||
// The player being spawned here is a short lived dummy and
|
||||
// must not start any ENTER script or big problems will happen.
|
||||
pawndup = P_SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
|
||||
if (!(changeflags & CHANGELEVEL_KEEPFACING))
|
||||
{
|
||||
oldpawn = pawndup;
|
||||
pawn->angle = pawndup->angle;
|
||||
pawn->pitch = pawndup->pitch;
|
||||
}
|
||||
pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
|
||||
pawn->velx = pawndup->velx;
|
||||
pawn->vely = pawndup->vely;
|
||||
pawn->velz = pawndup->velz;
|
||||
pawn->Sector = pawndup->Sector;
|
||||
pawn->floorz = pawndup->floorz;
|
||||
pawn->ceilingz = pawndup->ceilingz;
|
||||
pawn->dropoffz = pawndup->dropoffz;
|
||||
pawn->floorsector = pawndup->floorsector;
|
||||
pawn->floorpic = pawndup->floorpic;
|
||||
pawn->floorterrain = pawndup->floorterrain;
|
||||
pawn->ceilingsector = pawndup->ceilingsector;
|
||||
pawn->ceilingpic = pawndup->ceilingpic;
|
||||
pawn->floorclip = pawndup->floorclip;
|
||||
pawn->waterlevel = pawndup->waterlevel;
|
||||
pawn->target = NULL;
|
||||
pawn->lastenemy = NULL;
|
||||
pawn->player->mo = pawn;
|
||||
pawn->player->camera = pawn;
|
||||
pawn->player->viewheight = pawn->ViewHeight;
|
||||
pawn->flags2 &= ~MF2_BLASTED;
|
||||
DObject::StaticPointerSubstitution (oldpawn, pawn);
|
||||
oldpawn->Destroy();
|
||||
pawndup->Destroy ();
|
||||
pawn->LinkToWorld ();
|
||||
pawn->AddToHash ();
|
||||
pawn->SetState(pawn->SpawnState);
|
||||
pawn->player->SendPitchLimits();
|
||||
|
||||
// The player being spawned here is a short lived dummy and
|
||||
// must not start any ENTER script or big problems will happen.
|
||||
pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], int(pawn->player - players), SPF_TEMPPLAYER);
|
||||
if (!(changeflags & CHANGELEVEL_KEEPFACING))
|
||||
{
|
||||
pawn->angle = pawndup->angle;
|
||||
pawn->pitch = pawndup->pitch;
|
||||
}
|
||||
pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
|
||||
pawn->velx = pawndup->velx;
|
||||
pawn->vely = pawndup->vely;
|
||||
pawn->velz = pawndup->velz;
|
||||
pawn->Sector = pawndup->Sector;
|
||||
pawn->floorz = pawndup->floorz;
|
||||
pawn->ceilingz = pawndup->ceilingz;
|
||||
pawn->dropoffz = pawndup->dropoffz;
|
||||
pawn->floorsector = pawndup->floorsector;
|
||||
pawn->floorpic = pawndup->floorpic;
|
||||
pawn->floorterrain = pawndup->floorterrain;
|
||||
pawn->ceilingsector = pawndup->ceilingsector;
|
||||
pawn->ceilingpic = pawndup->ceilingpic;
|
||||
pawn->floorclip = pawndup->floorclip;
|
||||
pawn->waterlevel = pawndup->waterlevel;
|
||||
pawn->target = NULL;
|
||||
pawn->lastenemy = NULL;
|
||||
pawn->player->mo = pawn;
|
||||
pawn->player->camera = pawn;
|
||||
pawn->player->viewheight = pawn->ViewHeight;
|
||||
pawn->flags2 &= ~MF2_BLASTED;
|
||||
DObject::StaticPointerSubstitution (oldpawn, pawn);
|
||||
oldpawn->Destroy();
|
||||
pawndup->Destroy ();
|
||||
pawn->LinkToWorld ();
|
||||
pawn->AddToHash ();
|
||||
pawn->SetState(pawn->SpawnState);
|
||||
pawn->player->SendPitchLimits();
|
||||
|
||||
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
||||
{
|
||||
inv->ChangeStatNum (STAT_INVENTORY);
|
||||
inv->LinkToWorld ();
|
||||
inv->Travelled ();
|
||||
}
|
||||
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
|
||||
{
|
||||
pawn->Speed = pawn->GetDefault()->Speed;
|
||||
}
|
||||
if (level.FromSnapshot)
|
||||
{
|
||||
FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
|
||||
}
|
||||
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
||||
{
|
||||
inv->ChangeStatNum (STAT_INVENTORY);
|
||||
inv->LinkToWorld ();
|
||||
inv->Travelled ();
|
||||
}
|
||||
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
|
||||
{
|
||||
pawn->Speed = pawn->GetDefault()->Speed;
|
||||
}
|
||||
if (level.FromSnapshot)
|
||||
{
|
||||
FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue