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- Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing
that uses the MapThing's type to determine the which player is spawning. SVN r3748 (trunk)
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fd784b05c2
commit
390fd5dd6c
5 changed files with 10 additions and 42 deletions
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@ -1521,12 +1521,7 @@ void G_DeathMatchSpawnPlayer (int playernum)
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}
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}
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if (playernum < 4)
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spot->type = playernum+1;
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else
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spot->type = playernum + gameinfo.player5start - 4;
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AActor *mo = P_SpawnPlayer (spot);
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AActor *mo = P_SpawnPlayer(spot, playernum);
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if (mo != NULL) P_PlayerStartStomp(mo);
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}
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@ -1599,7 +1594,7 @@ void G_DoReborn (int playernum, bool freshbot)
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if (G_CheckSpot (playernum, &playerstarts[playernum]) )
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{
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AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
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AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
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if (mo != NULL) P_PlayerStartStomp(mo);
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}
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else
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@ -1609,27 +1604,13 @@ void G_DoReborn (int playernum, bool freshbot)
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{
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if (G_CheckSpot (playernum, &playerstarts[i]) )
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{
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int oldtype = playerstarts[i].type;
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// fake as other player
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// [RH] These numbers should be common across all games. Or better yet, not
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// used at all outside P_SpawnMapThing().
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if (playernum < 4)
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{
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playerstarts[i].type = playernum + 1;
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}
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else
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{
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playerstarts[i].type = playernum + gameinfo.player5start - 4;
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}
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AActor *mo = P_SpawnPlayer (&playerstarts[i]);
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AActor *mo = P_SpawnPlayer(&playerstarts[i], playernum);
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if (mo != NULL) P_PlayerStartStomp(mo);
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playerstarts[i].type = oldtype; // restore
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return;
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}
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// he's going to be inside something. Too bad.
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}
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AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
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AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
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if (mo != NULL) P_PlayerStartStomp(mo);
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}
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}
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@ -1121,7 +1121,7 @@ void G_FinishTravel ()
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], true);
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pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], pawn->player - players, true);
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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{
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pawn->angle = pawndup->angle;
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@ -118,7 +118,7 @@ extern fixed_t FloatBobOffsets[64];
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struct FMapThing;
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APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer=false);
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APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer=false);
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void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
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int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
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@ -4074,29 +4074,16 @@ EXTERN_CVAR (Bool, chasedemo)
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extern bool demonew;
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APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer)
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{
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int playernum;
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player_t *p;
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APlayerPawn *mobj, *oldactor;
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BYTE state;
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fixed_t spawn_x, spawn_y, spawn_z;
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angle_t spawn_angle;
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// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
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// To make things simpler, figure out which player is being
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// spawned here.
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if (mthing->type <= 4)
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{
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playernum = mthing->type - 1;
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}
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else
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{
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playernum = mthing->type - gameinfo.player5start + 4;
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}
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// not playing?
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if (playernum >= MAXPLAYERS || !playeringame[playernum])
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if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
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return NULL;
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p = &players[playernum];
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@ -4495,7 +4482,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// save spots for respawning in network games
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playerstarts[pnum] = *mthing;
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if (!deathmatch)
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return P_SpawnPlayer (mthing);
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return P_SpawnPlayer(&playerstarts[pnum], pnum);
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return NULL;
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}
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@ -310,7 +310,7 @@ static void SpawnExtraPlayers ()
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if (playeringame[i] && players[i].mo == NULL)
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{
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players[i].playerstate = PST_ENTER;
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P_SpawnPlayer (&playerstarts[i]);
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P_SpawnPlayer(&playerstarts[i], i);
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}
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}
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}
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