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- Implemented sv_singleplayerrespawn
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5ba5da0dcc
commit
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4 changed files with 12 additions and 5 deletions
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@ -1655,9 +1655,10 @@ static void G_QueueBody (AActor *body)
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//
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// G_DoReborn
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//
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_DoReborn (int playernum, bool freshbot)
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{
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN))
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn)
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{
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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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@ -526,6 +526,8 @@ static bool unloading;
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//
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//==========================================================================
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
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{
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level_info_t *nextinfo = NULL;
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@ -634,7 +636,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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// If this is co-op, respawn any dead players now so they can
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// keep their inventory on the next map.
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn) && !deathmatch && player->playerstate == PST_DEAD)
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{
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// Copied from the end of P_DeathThink [[
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player->cls = NULL; // Force a new class if the player is using a random class
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@ -1,4 +1,4 @@
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// Emacs style mode select -*- C++ -*-
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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@ -4495,6 +4495,7 @@ void AActor::AdjustFloorClip ()
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// Most of the player structure stays unchanged between levels.
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//
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EXTERN_CVAR (Bool, chasedemo)
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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extern bool demonew;
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@ -4682,7 +4683,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{ // Give all cards in death match mode.
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p->mo->GiveDeathmatchInventory ();
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}
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
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p->mo->FilterCoopRespawnInventory (oldactor);
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}
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@ -68,6 +68,7 @@ static FRandom pr_skullpop ("SkullPop");
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
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CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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@ -2211,7 +2212,9 @@ void P_DeathThink (player_t *player)
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if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
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{
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player->cls = NULL; // Force a new class if the player is using a random class
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player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
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player->playerstate =
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(multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn)
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? PST_REBORN : PST_ENTER;
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if (player->mo->special1 > 2)
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{
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player->mo->special1 = 0;
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