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Make the respawn invulnerability APowerInvulnerable persist through a ClearInventory by making it undroppable
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1 changed files with 2 additions and 1 deletions
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@ -4445,7 +4445,8 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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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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invul->BlendColor = 0; // don't mess with the view
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invul->ItemFlags |= IF_UNDROPPABLE; // Don't drop this
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p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
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}
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