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Fixed: Co-op players could spawn at (0,0) if no start spots for them
- Check if a co-op start exists. If not, pick one at random. - Don't telefrag other players when spawning in co-op games, since you're allowed to move out of other players now.
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parent
058bfdea26
commit
87dee5c611
3 changed files with 12 additions and 7 deletions
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@ -1557,7 +1557,7 @@ void G_DeathMatchSpawnPlayer (int playernum)
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if (spot == NULL)
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if (spot == NULL)
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{ // We have a player 1 start, right?
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{ // We have a player 1 start, right?
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spot = &playerstarts[0];
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spot = &playerstarts[0];
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if (spot == NULL)
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if (spot->type == 0)
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{ // Fine, whatever.
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{ // Fine, whatever.
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spot = &deathmatchstarts[0];
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spot = &deathmatchstarts[0];
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}
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}
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@ -1573,7 +1573,8 @@ void G_DeathMatchSpawnPlayer (int playernum)
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//
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//
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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{
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{
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if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM))
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if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
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playerstarts[playernum].type == 0)
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{
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{
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if (!(flags & PPS_NOBLOCKINGCHECK))
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if (!(flags & PPS_NOBLOCKINGCHECK))
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{
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{
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@ -1665,16 +1666,17 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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}
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if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
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if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
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playerstarts[playernum].type != 0 &&
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G_CheckSpot (playernum, &playerstarts[playernum]))
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G_CheckSpot (playernum, &playerstarts[playernum]))
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{
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{
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AActor *mo = P_SpawnPlayer(&playerstarts[playernum], 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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if (mo != NULL) P_PlayerStartStomp(mo, true);
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}
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}
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else
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else
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{ // try to spawn at any random player's spot
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{ // try to spawn at any random player's spot
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FPlayerStart *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
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FPlayerStart *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
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AActor *mo = P_SpawnPlayer(start, playernum);
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AActor *mo = P_SpawnPlayer(start, playernum);
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if (mo != NULL) P_PlayerStartStomp(mo);
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if (mo != NULL) P_PlayerStartStomp(mo, true);
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}
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}
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}
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}
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}
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}
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@ -485,7 +485,7 @@ inline bool P_TeleportMove(AActor* thing, const fixedvec3 &pos, bool telefrag, b
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{
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{
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return P_TeleportMove(thing, pos.x, pos.y, pos.z, telefrag, modifyactor);
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return P_TeleportMove(thing, pos.x, pos.y, pos.z, telefrag, modifyactor);
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}
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}
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void P_PlayerStartStomp (AActor *actor); // [RH] Stomp on things for a newly spawned player
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void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [RH] Stomp on things for a newly spawned player
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void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
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void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
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bool P_BounceWall (AActor *mo);
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bool P_BounceWall (AActor *mo);
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bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);
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bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);
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@ -504,7 +504,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
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//
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//
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//==========================================================================
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//==========================================================================
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void P_PlayerStartStomp(AActor *actor)
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void P_PlayerStartStomp(AActor *actor, bool mononly)
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{
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{
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AActor *th;
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AActor *th;
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FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
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FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
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@ -525,6 +525,9 @@ void P_PlayerStartStomp(AActor *actor)
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if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
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if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
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continue;
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continue;
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if (th->player != NULL && mononly)
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continue;
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if (actor->Z() > th->Top())
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if (actor->Z() > th->Top())
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continue; // overhead
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continue; // overhead
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if (actor->Top() < th->Z())
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if (actor->Top() < th->Z())
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