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- Fixed: G_DeathMatchSpawnPlayer() would fail to spawn a player when using "spawn furthest" and
all the deathmatch spots are filled and there is no coop start for the specific player to fallback on. SVN r3472 (trunk)
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1 changed files with 22 additions and 9 deletions
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@ -1503,17 +1503,30 @@ void G_DeathMatchSpawnPlayer (int playernum)
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else
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spot = SelectRandomDeathmatchSpot (playernum, selections);
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if (!spot)
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{ // no good spot, so the player will probably get stuck
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if (spot == NULL)
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{ // No good spot, so the player will probably get stuck.
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// We were probably using select farthest above, and all
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// the spots were taken.
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spot = &playerstarts[playernum];
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if (spot == NULL || spot->type == 0)
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{ // This map doesn't have enough coop spots for this player
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// to use one.
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spot = SelectRandomDeathmatchSpot(playernum, selections);
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if (spot == NULL)
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{ // We have a player 1 start, right?
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spot = &playerstarts[0];
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if (spot == NULL)
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{ // Fine, whatever.
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spot = &deathmatchstarts[0];
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}
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}
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}
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}
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else
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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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}
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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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if (mo != NULL) P_PlayerStartStomp(mo);
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