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- 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)
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5 changed files with 35 additions and 15 deletions
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@ -1,4 +1,11 @@
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June 14, 2008
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- Increased the duration of respawn invulnerability by one second.
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- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer
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games, not just deathmatch, without the need for turning on
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alwaysapplydmflags.
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- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
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alwaysapplydmflags turned on.
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- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.
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- Replaced the naive area sound implementation with one that takes into
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consideration the size and shape of the sector producing the sound. See
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the lifts on Doom 2 MAP30 and compare with previous versions.
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@ -1222,15 +1222,6 @@ void G_PlayerReborn (int player)
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bglobal.CleanBotstuff (p);
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else
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p->isbot = false;
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// [BC] Handle temporary invulnerability when respawned
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if ((dmflags2 & DF2_YES_RESPAWN_INVUL) && (deathmatch || alwaysapplydmflags))
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{
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APowerup *invul = static_cast<APowerup*>(actor->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
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invul->EffectTics = 2*TICRATE;
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invul->BlendColor = 0; // don't mess with the view
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actor->effects |= FX_RESPAWNINVUL; // [RH] special effect
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}
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}
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//
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@ -98,7 +98,7 @@ enum
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IF_KEEPDEPLETED = 1<<13, // Items with this flag are retained even when they run out.
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IF_IGNORESKILL = 1<<14, // Ignores any skill related multiplicators when giving this item.
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IF_CREATECOPYMOVED = 1<<15, // CreateCopy changed the owner (copy's Owner field holds new owner).
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IF_INITEFFECTFAILED = 1<<16 // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
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IF_INITEFFECTFAILED = 1<<16, // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
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};
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struct vissprite_t;
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@ -3682,6 +3682,16 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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// it above, but the other modes don't.
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oldactor->DestroyAllInventory();
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}
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// [BC] Handle temporary invulnerability when respawned
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if ((state == PST_REBORN || state == PST_ENTER) &&
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(dmflags2 & DF2_YES_RESPAWN_INVUL) &&
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(multiplayer || alwaysapplydmflags))
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{
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APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
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invul->EffectTics = 3*TICRATE;
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invul->BlendColor = 0; // don't mess with the view
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p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
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}
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if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
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{
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@ -748,8 +748,6 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
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return;
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}
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// If we don't want to lose anything, then we don't need to bother checking
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// the old inventory.
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if (dmflags & (DF_COOP_LOSE_KEYS |
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DF_COOP_LOSE_WEAPONS |
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DF_COOP_LOSE_AMMO |
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@ -781,10 +779,24 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
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item->Destroy();
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}
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else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
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defitem == NULL &&
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item->IsKindOf(RUNTIME_CLASS(AArmor)))
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{
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item->Destroy();
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if (defitem != NULL)
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{
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item->Destroy();
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}
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else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
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{
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static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
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item->Amount = defitem->Amount;
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}
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else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
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{
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static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
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static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
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static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
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static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(defitem)->Slots[3];
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}
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}
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else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
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defitem == NULL &&
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@ -1853,7 +1865,7 @@ void P_DeathThink (player_t *player)
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}
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if ((player->cmd.ucmd.buttons & BT_USE ||
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((deathmatch || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
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((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
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{
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if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
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{
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