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Merge branch 'PlayerTransition' of https://github.com/Edward850/zdoom
This commit is contained in:
commit
fab186786e
3 changed files with 71 additions and 63 deletions
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@ -369,14 +369,6 @@ bool FCajunMaster::DoAddBot (BYTE *info, botskill_t skill)
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D_ReadUserInfoStrings (bnum, &info, false);
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if (!deathmatch && playerstarts[bnum].type == 0)
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{
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Printf ("%s tried to join, but there was no player %d start\n",
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players[bnum].userinfo.GetName(), bnum+1);
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ClearPlayer (bnum, false); // Make the bot inactive again
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return false;
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}
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multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
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players[bnum].Bot = new DBot;
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players[bnum].Bot->player = &players[bnum];
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@ -1422,6 +1422,8 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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fixed_t z, oldz;
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int i;
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if (mthing->type == 0) return false;
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x = mthing->x;
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y = mthing->y;
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z = mthing->z;
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@ -1573,6 +1575,11 @@ void G_DeathMatchSpawnPlayer (int playernum)
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//
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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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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playerstarts[playernum].type == 0)
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{
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119
src/g_level.cpp
119
src/g_level.cpp
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@ -1195,74 +1195,83 @@ void G_FinishTravel ()
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TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
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APlayerPawn *pawn, *pawndup, *oldpawn, *next;
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AInventory *inv;
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FPlayerStart *start;
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int pnum;
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next = it.Next ();
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while ( (pawn = next) != NULL)
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{
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next = it.Next ();
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pnum = (pawn->player - players);
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pawn->ChangeStatNum (STAT_PLAYER);
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pawndup = pawn->player->mo;
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start = NULL;
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assert (pawn != pawndup);
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if (pawndup == NULL)
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{ // Oh no! there was no start for this player!
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pawn->flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
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pawn->Destroy ();
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start = G_PickPlayerStart(pnum, PPS_FORCERANDOM);
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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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{
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pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
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pawn->Destroy();
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continue;
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}
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}
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else
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if (start == NULL) start = G_PickPlayerStart(pnum, 0);
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oldpawn = pawndup;
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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pawndup = P_SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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{
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oldpawn = pawndup;
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pawn->angle = pawndup->angle;
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pawn->pitch = pawndup->pitch;
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}
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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pawn->velx = pawndup->velx;
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pawn->vely = pawndup->vely;
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pawn->velz = pawndup->velz;
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pawn->Sector = pawndup->Sector;
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pawn->floorz = pawndup->floorz;
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pawn->ceilingz = pawndup->ceilingz;
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pawn->dropoffz = pawndup->dropoffz;
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pawn->floorsector = pawndup->floorsector;
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pawn->floorpic = pawndup->floorpic;
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pawn->floorterrain = pawndup->floorterrain;
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pawn->ceilingsector = pawndup->ceilingsector;
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pawn->ceilingpic = pawndup->ceilingpic;
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pawn->floorclip = pawndup->floorclip;
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pawn->waterlevel = pawndup->waterlevel;
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pawn->target = NULL;
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pawn->lastenemy = NULL;
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pawn->player->mo = pawn;
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pawn->player->camera = pawn;
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pawn->player->viewheight = pawn->ViewHeight;
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pawn->flags2 &= ~MF2_BLASTED;
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DObject::StaticPointerSubstitution (oldpawn, pawn);
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oldpawn->Destroy();
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pawndup->Destroy ();
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pawn->LinkToWorld ();
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pawn->AddToHash ();
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pawn->SetState(pawn->SpawnState);
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pawn->player->SendPitchLimits();
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], int(pawn->player - players), SPF_TEMPPLAYER);
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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{
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pawn->angle = pawndup->angle;
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pawn->pitch = pawndup->pitch;
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}
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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pawn->velx = pawndup->velx;
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pawn->vely = pawndup->vely;
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pawn->velz = pawndup->velz;
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pawn->Sector = pawndup->Sector;
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pawn->floorz = pawndup->floorz;
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pawn->ceilingz = pawndup->ceilingz;
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pawn->dropoffz = pawndup->dropoffz;
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pawn->floorsector = pawndup->floorsector;
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pawn->floorpic = pawndup->floorpic;
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pawn->floorterrain = pawndup->floorterrain;
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pawn->ceilingsector = pawndup->ceilingsector;
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pawn->ceilingpic = pawndup->ceilingpic;
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pawn->floorclip = pawndup->floorclip;
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pawn->waterlevel = pawndup->waterlevel;
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pawn->target = NULL;
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pawn->lastenemy = NULL;
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pawn->player->mo = pawn;
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pawn->player->camera = pawn;
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pawn->player->viewheight = pawn->ViewHeight;
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pawn->flags2 &= ~MF2_BLASTED;
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DObject::StaticPointerSubstitution (oldpawn, pawn);
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oldpawn->Destroy();
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pawndup->Destroy ();
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pawn->LinkToWorld ();
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pawn->AddToHash ();
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pawn->SetState(pawn->SpawnState);
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pawn->player->SendPitchLimits();
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
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{
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inv->ChangeStatNum (STAT_INVENTORY);
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inv->LinkToWorld ();
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inv->Travelled ();
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}
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if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
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{
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pawn->Speed = pawn->GetDefault()->Speed;
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}
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if (level.FromSnapshot)
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{
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FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
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}
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
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{
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inv->ChangeStatNum (STAT_INVENTORY);
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inv->LinkToWorld ();
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inv->Travelled ();
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}
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if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
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{
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pawn->Speed = pawn->GetDefault()->Speed;
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}
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if (level.FromSnapshot)
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{
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FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
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}
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}
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