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More gracefully handle travelling to a map without matching player starts
- First, don't crash when travelling to a map in a hub that doesn't have any player starts that match the position given to Teleport_NewMap (or equivalent). - Seconed, move the player to the location they were at when the left the level. At least that way, they shouldn't be in random geometry or off the map entirely.
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174e00afe7
commit
76489e7638
1 changed files with 39 additions and 20 deletions
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@ -1221,32 +1221,48 @@ void G_FinishTravel ()
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}
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}
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if (start == NULL) start = G_PickPlayerStart(pnum, 0);
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if (start == NULL)
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{
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start = G_PickPlayerStart(pnum, 0);
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if (start == NULL)
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{
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Printf(TEXTCOLOR_RED "No player %d start to travel to!\n", pnum + 1);
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// Move to the coordinates this player had when they left the level.
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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}
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}
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oldpawn = pawndup;
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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(start, pnum, SPF_TEMPPLAYER);
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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if (pawndup != NULL)
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{
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pawn->angle = pawndup->angle;
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pawn->pitch = pawndup->pitch;
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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{
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pawn->angle = pawndup->angle;
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pawn->pitch = pawndup->pitch;
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}
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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pawn->velx = pawndup->velx;
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pawn->vely = pawndup->vely;
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pawn->velz = pawndup->velz;
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pawn->Sector = pawndup->Sector;
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pawn->floorz = pawndup->floorz;
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pawn->ceilingz = pawndup->ceilingz;
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pawn->dropoffz = pawndup->dropoffz;
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pawn->floorsector = pawndup->floorsector;
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pawn->floorpic = pawndup->floorpic;
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pawn->floorterrain = pawndup->floorterrain;
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pawn->ceilingsector = pawndup->ceilingsector;
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pawn->ceilingpic = pawndup->ceilingpic;
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pawn->floorclip = pawndup->floorclip;
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pawn->waterlevel = pawndup->waterlevel;
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}
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else
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{
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P_FindFloorCeiling(pawn);
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}
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pawn->SetXYZ(pawndup->X(), pawndup->Y(), pawndup->Z());
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pawn->velx = pawndup->velx;
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pawn->vely = pawndup->vely;
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pawn->velz = pawndup->velz;
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pawn->Sector = pawndup->Sector;
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pawn->floorz = pawndup->floorz;
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pawn->ceilingz = pawndup->ceilingz;
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pawn->dropoffz = pawndup->dropoffz;
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pawn->floorsector = pawndup->floorsector;
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pawn->floorpic = pawndup->floorpic;
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pawn->floorterrain = pawndup->floorterrain;
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pawn->ceilingsector = pawndup->ceilingsector;
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pawn->ceilingpic = pawndup->ceilingpic;
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pawn->floorclip = pawndup->floorclip;
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pawn->waterlevel = pawndup->waterlevel;
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pawn->target = NULL;
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pawn->lastenemy = NULL;
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pawn->player->mo = pawn;
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@ -1255,7 +1271,10 @@ void G_FinishTravel ()
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pawn->flags2 &= ~MF2_BLASTED;
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DObject::StaticPointerSubstitution (oldpawn, pawn);
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oldpawn->Destroy();
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pawndup->Destroy ();
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if (pawndup != NULL)
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{
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pawndup->Destroy();
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}
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pawn->LinkToWorld ();
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pawn->ClearInterpolation();
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pawn->AddToHash ();
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