- Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing

that uses the MapThing's type to determine the which player is spawning.

SVN r3748 (trunk)
This commit is contained in:
Randy Heit 2012-07-07 22:52:37 +00:00
parent fd784b05c2
commit 390fd5dd6c
5 changed files with 10 additions and 42 deletions

View file

@ -1521,12 +1521,7 @@ void G_DeathMatchSpawnPlayer (int playernum)
}
}
if (playernum < 4)
spot->type = playernum+1;
else
spot->type = playernum + gameinfo.player5start - 4;
AActor *mo = P_SpawnPlayer (spot);
AActor *mo = P_SpawnPlayer(spot, playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
@ -1599,7 +1594,7 @@ void G_DoReborn (int playernum, bool freshbot)
if (G_CheckSpot (playernum, &playerstarts[playernum]) )
{
AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
else
@ -1609,27 +1604,13 @@ void G_DoReborn (int playernum, bool freshbot)
{
if (G_CheckSpot (playernum, &playerstarts[i]) )
{
int oldtype = playerstarts[i].type;
// fake as other player
// [RH] These numbers should be common across all games. Or better yet, not
// used at all outside P_SpawnMapThing().
if (playernum < 4)
{
playerstarts[i].type = playernum + 1;
}
else
{
playerstarts[i].type = playernum + gameinfo.player5start - 4;
}
AActor *mo = P_SpawnPlayer (&playerstarts[i]);
AActor *mo = P_SpawnPlayer(&playerstarts[i], playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
playerstarts[i].type = oldtype; // restore
return;
}
// he's going to be inside something. Too bad.
}
AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}
}

View file

@ -1121,7 +1121,7 @@ void G_FinishTravel ()
// 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], true);
pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], pawn->player - players, true);
if (!(changeflags & CHANGELEVEL_KEEPFACING))
{
pawn->angle = pawndup->angle;

View file

@ -118,7 +118,7 @@ extern fixed_t FloatBobOffsets[64];
struct FMapThing;
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer=false);
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer=false);
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);

View file

@ -4074,29 +4074,16 @@ EXTERN_CVAR (Bool, chasedemo)
extern bool demonew;
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer)
{
int playernum;
player_t *p;
APlayerPawn *mobj, *oldactor;
BYTE state;
fixed_t spawn_x, spawn_y, spawn_z;
angle_t spawn_angle;
// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
// To make things simpler, figure out which player is being
// spawned here.
if (mthing->type <= 4)
{
playernum = mthing->type - 1;
}
else
{
playernum = mthing->type - gameinfo.player5start + 4;
}
// not playing?
if (playernum >= MAXPLAYERS || !playeringame[playernum])
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
return NULL;
p = &players[playernum];
@ -4495,7 +4482,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
// save spots for respawning in network games
playerstarts[pnum] = *mthing;
if (!deathmatch)
return P_SpawnPlayer (mthing);
return P_SpawnPlayer(&playerstarts[pnum], pnum);
return NULL;
}

View file

@ -310,7 +310,7 @@ static void SpawnExtraPlayers ()
if (playeringame[i] && players[i].mo == NULL)
{
players[i].playerstate = PST_ENTER;
P_SpawnPlayer (&playerstarts[i]);
P_SpawnPlayer(&playerstarts[i], i);
}
}
}