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Added pistol start gameplay option
Automatically resets the player's inventory and health when changing maps.
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4 changed files with 6 additions and 2 deletions
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@ -580,6 +580,7 @@ CVAR(Flag, sv_nolocaldrops, dmflags3, DF3_NO_LOCAL_DROPS);
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CVAR(Flag, sv_nocoopitems, dmflags3, DF3_NO_COOP_ONLY_ITEMS);
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CVAR(Flag, sv_nocoopthings, dmflags3, DF3_NO_COOP_ONLY_THINGS);
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CVAR(Flag, sv_rememberlastweapon, dmflags3, DF3_REMEMBER_LAST_WEAP);
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CVAR(Flag, sv_pistolstart, dmflags3, DF3_PISTOL_START);
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//==========================================================================
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//
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@ -186,6 +186,7 @@ enum : unsigned
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DF3_NO_COOP_ONLY_ITEMS = 1 << 4, // Items that only appear in co-op are disabled
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DF3_NO_COOP_ONLY_THINGS = 1 << 5, // Any Actor that only appears in co-op is disabled
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DF3_REMEMBER_LAST_WEAP = 1 << 6, // When respawning in co-op, keep the last used weapon out instead of switching to the best new one.
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DF3_PISTOL_START = 1 << 7, // Take player inventory when exiting to the next level.
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};
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// [RH] Compatibility flags.
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@ -776,11 +776,12 @@ void FLevelLocals::ChangeLevel(const char *levelname, int position, int inflags,
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{
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if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
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{
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if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
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const bool doReset = dmflags3 & DF3_PISTOL_START;
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if (doReset || (nextinfo->flags2 & LEVEL2_RESETINVENTORY))
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{
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inflags |= CHANGELEVEL_RESETINVENTORY;
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}
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if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
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if (doReset || (nextinfo->flags2 & LEVEL2_RESETHEALTH))
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{
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inflags |= CHANGELEVEL_RESETHEALTH;
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}
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@ -1630,6 +1630,7 @@ OptionMenu GameplayOptions protected
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StaticText " "
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Option "$GMPLYMNU_SMARTAUTOAIM", "sv_smartaim", "SmartAim"
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StaticText " "
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Option "$GMPLYMNU_PISTOLSTART", "sv_pistolstart", "YesNo"
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Option "$GMPLYMNU_FALLINGDAMAGE", "sv_fallingdamage", "FallingDM"
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Option "$GMPLYMNU_DROPWEAPON", "sv_weapondrop", "YesNo"
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Option "$GMPLYMNU_DOUBLEAMMO", "sv_doubleammo", "YesNo"
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