diff --git a/src/g_game.cpp b/src/g_game.cpp index 48bda24f5..b0c8775fc 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -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 diff --git a/src/g_level.cpp b/src/g_level.cpp index 119cde378..d3a8c4015 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -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 diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 8f926ea77..3e2011878 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -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); } diff --git a/src/p_user.cpp b/src/p_user.cpp index e48712042..6ac39c2a5 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -68,6 +68,7 @@ static FRandom pr_skullpop ("SkullPop"); // Variables for prediction CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) +CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH) CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { @@ -2211,7 +2212,9 @@ 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;