mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-03 08:52:59 +00:00
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
This commit is contained in:
commit
6cd214c2b9
6 changed files with 21 additions and 6 deletions
|
@ -1655,9 +1655,10 @@ static void G_QueueBody (AActor *body)
|
|||
//
|
||||
// G_DoReborn
|
||||
//
|
||||
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
||||
void G_DoReborn (int playernum, bool freshbot)
|
||||
{
|
||||
if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN))
|
||||
if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn)
|
||||
{
|
||||
if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
|
||||
{ // Load game from the last point it was saved
|
||||
|
|
|
@ -526,6 +526,8 @@ static bool unloading;
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
||||
|
||||
void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
|
||||
{
|
||||
level_info_t *nextinfo = NULL;
|
||||
|
@ -634,7 +636,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
|
|||
|
||||
// If this is co-op, respawn any dead players now so they can
|
||||
// keep their inventory on the next map.
|
||||
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
|
||||
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn) && !deathmatch && player->playerstate == PST_DEAD)
|
||||
{
|
||||
// Copied from the end of P_DeathThink [[
|
||||
player->cls = NULL; // Force a new class if the player is using a random class
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// Emacs style mode select -*- C++ -*-
|
||||
// Emacs style mode select -*- C++ -*-
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Id:$
|
||||
|
@ -4495,6 +4495,7 @@ void AActor::AdjustFloorClip ()
|
|||
// Most of the player structure stays unchanged between levels.
|
||||
//
|
||||
EXTERN_CVAR (Bool, chasedemo)
|
||||
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
||||
|
||||
extern bool demonew;
|
||||
|
||||
|
@ -4682,7 +4683,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
{ // Give all cards in death match mode.
|
||||
p->mo->GiveDeathmatchInventory ();
|
||||
}
|
||||
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
|
||||
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
|
||||
{ // Special inventory handling for respawning in coop
|
||||
p->mo->FilterCoopRespawnInventory (oldactor);
|
||||
}
|
||||
|
|
|
@ -640,6 +640,12 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
|
|||
playerTemp.Serialize(arc);
|
||||
if (!skipload)
|
||||
{
|
||||
// This temp player has undefined pitch limits, so set them to something
|
||||
// that should leave the pitch stored in the savegame intact when
|
||||
// rendering. The real pitch limits will be set by P_SerializePlayers()
|
||||
// via a net command, but that won't be processed in time for a screen
|
||||
// wipe, so we need something here.
|
||||
playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
|
||||
CopyPlayer(&players[i], &playerTemp, name);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -65,6 +65,9 @@ static FRandom pr_skullpop ("SkullPop");
|
|||
// [RH] # of ticks to complete a turn180
|
||||
#define TURN180_TICKS ((TICRATE / 4) + 1)
|
||||
|
||||
// [SP] Allows respawn in single player
|
||||
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
|
||||
|
||||
// Variables for prediction
|
||||
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
|
@ -2212,7 +2215,9 @@ void P_DeathThink (player_t *player)
|
|||
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
|
||||
{
|
||||
player->cls = NULL; // Force a new class if the player is using a random class
|
||||
player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
|
||||
player->playerstate =
|
||||
(multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn)
|
||||
? PST_REBORN : PST_ENTER;
|
||||
if (player->mo->special1 > 2)
|
||||
{
|
||||
player->mo->special1 = 0;
|
||||
|
|
|
@ -3160,7 +3160,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
|
|||
rereadcolormap = false;
|
||||
}
|
||||
|
||||
rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep;
|
||||
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
|
||||
if (fixedlightlev >= 0)
|
||||
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||||
else if (fixedcolormap != NULL)
|
||||
|
|
Loading…
Reference in a new issue