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Made PlayerRespawn skill definition consistent
Now it works the same as AllowRespawn map definition in MAPINFO
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parent
d5bc0a1fa9
commit
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2 changed files with 3 additions and 2 deletions
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@ -648,7 +648,8 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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// If this is co-op, respawn any dead players now so they can
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// keep their inventory on the next map.
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn) && !deathmatch && player->playerstate == PST_DEAD)
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn || !!G_SkillProperty(SKILLP_PlayerRespawn))
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&& !deathmatch && player->playerstate == PST_DEAD)
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{
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// Copied from the end of P_DeathThink [[
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player->cls = NULL; // Force a new class if the player is using a random class
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@ -528,7 +528,7 @@ class PlayerPawn : Actor native
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if (level.time >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
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{
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player.cls = NULL; // Force a new class if the player is using a random class
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player.playerstate = (multiplayer || (level.AllowRespawn) || sv_singleplayerrespawn)? PST_REBORN : PST_ENTER;
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player.playerstate = (multiplayer || level.AllowRespawn || sv_singleplayerrespawn || G_SkillPropertyInt(SKILLP_PlayerRespawn)) ? PST_REBORN : PST_ENTER;
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if (special1 > 2)
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{
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special1 = 0;
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