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Fixed: In multiplayer, players could spawn at voodoo doll starts
- This could happen in co-op games that did not have enough player starts for all the players spawning. Voodoo doll starts were not excluded from the set of possible starts as they should have been.
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1 changed files with 23 additions and 1 deletions
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@ -5020,7 +5020,29 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// save spots for respawning in network games
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FPlayerStart start(mthing, pnum+1);
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playerstarts[pnum] = start;
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AllPlayerStarts.Push(start);
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if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
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{ // When using random player starts, all starts count
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AllPlayerStarts.Push(start);
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}
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else
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{ // When not using random player starts, later single player
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// starts should override earlier ones, since the earlier
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// ones are for voodoo dolls and not likely to be ideal for
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// spawning regular players.
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unsigned i;
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for (i = 0; i < AllPlayerStarts.Size(); ++i)
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{
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if (AllPlayerStarts[i].type == pnum+1)
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{
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AllPlayerStarts[i] = start;
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break;
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}
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}
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if (i == AllPlayerStarts.Size())
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{
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AllPlayerStarts.Push(start);
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}
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}
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if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
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{
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return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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