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- add 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
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parent
10465c1d27
commit
45531090a7
5 changed files with 15 additions and 2 deletions
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@ -1743,7 +1743,8 @@ static void G_QueueBody (AActor *body)
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_DoReborn (int playernum, bool freshbot)
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void G_DoReborn (int playernum, bool freshbot)
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{
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{
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn)
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn &&
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!G_SkillProperty(SKILLP_PlayerRespawn))
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{
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{
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if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
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if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
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{ // Load game from the last point it was saved
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{ // Load game from the last point it was saved
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@ -538,6 +538,7 @@ enum ESkillProperty
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SKILLP_EasyKey,
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SKILLP_EasyKey,
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SKILLP_SlowMonsters,
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SKILLP_SlowMonsters,
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SKILLP_Infight,
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SKILLP_Infight,
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SKILLP_PlayerRespawn,
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};
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};
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enum EFSkillProperty // floating point properties
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enum EFSkillProperty // floating point properties
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{
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{
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@ -595,6 +596,7 @@ struct FSkillInfo
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double FriendlyHealth;
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double FriendlyHealth;
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bool NoPain;
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bool NoPain;
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int Infighting;
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int Infighting;
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bool PlayerRespawn;
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FSkillInfo() {}
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FSkillInfo() {}
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FSkillInfo(const FSkillInfo &other)
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FSkillInfo(const FSkillInfo &other)
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@ -89,6 +89,7 @@ void FMapInfoParser::ParseSkill ()
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skill.FriendlyHealth = 1.;
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skill.FriendlyHealth = 1.;
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skill.NoPain = false;
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skill.NoPain = false;
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skill.Infighting = 0;
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skill.Infighting = 0;
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skill.PlayerRespawn = false;
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sc.MustGetString();
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sc.MustGetString();
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skill.Name = sc.String;
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skill.Name = sc.String;
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@ -155,6 +156,10 @@ void FMapInfoParser::ParseSkill ()
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{
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{
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skill.NoMenu = true;
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skill.NoMenu = true;
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}
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}
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else if (sc.Compare ("playerrespawn"))
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{
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skill.PlayerRespawn = true;
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}
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else if (sc.Compare("respawntime"))
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else if (sc.Compare("respawntime"))
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{
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{
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ParseAssign();
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ParseAssign();
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@ -397,6 +402,9 @@ int G_SkillProperty(ESkillProperty prop)
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if (AllSkills[gameskill].Infighting == LEVEL2_TOTALINFIGHTING) return 1;
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if (AllSkills[gameskill].Infighting == LEVEL2_TOTALINFIGHTING) return 1;
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if (AllSkills[gameskill].Infighting == LEVEL2_NOINFIGHTING) return -1;
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if (AllSkills[gameskill].Infighting == LEVEL2_NOINFIGHTING) return -1;
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return infighting;
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return infighting;
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case SKILLP_PlayerRespawn:
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return AllSkills[gameskill].PlayerRespawn;
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}
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}
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}
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}
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return 0;
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return 0;
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@ -5648,7 +5648,8 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{ // Give all cards in death match mode.
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{ // Give all cards in death match mode.
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p->mo->GiveDeathmatchInventory ();
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p->mo->GiveDeathmatchInventory ();
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}
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}
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn ||
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!!G_SkillProperty(SKILLP_PlayerRespawn)) && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
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{ // Special inventory handling for respawning in coop
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p->mo->FilterCoopRespawnInventory (oldactor);
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p->mo->FilterCoopRespawnInventory (oldactor);
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}
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}
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@ -962,6 +962,7 @@ enum ESkillProperty
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SKILLP_EasyKey,
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SKILLP_EasyKey,
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SKILLP_SlowMonsters,
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SKILLP_SlowMonsters,
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SKILLP_Infight,
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SKILLP_Infight,
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SKILLP_PlayerRespawn,
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};
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};
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enum EFSkillProperty // floating point properties
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enum EFSkillProperty // floating point properties
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{
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{
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