mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- Revert r2173.
SVN r2192 (trunk)
This commit is contained in:
parent
5c4af020d9
commit
dfd963ba1a
2 changed files with 2 additions and 16 deletions
|
@ -46,8 +46,6 @@
|
|||
#include "d_dehacked.h"
|
||||
#include "gi.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_forceplayertranslation)
|
||||
|
||||
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
|
||||
// writes some bytes to the network data stream, and the network code
|
||||
// later calls us.
|
||||
|
@ -321,8 +319,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
|
||||
// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
|
||||
player->mo->SetState (player->mo->SpawnState);
|
||||
if (multiplayer || r_forceplayertranslation)
|
||||
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
|
||||
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
|
||||
player->mo->DamageType = NAME_None;
|
||||
// player->mo->GiveDefaultInventory();
|
||||
if (player->ReadyWeapon != NULL)
|
||||
|
|
|
@ -114,14 +114,6 @@ CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
|
|||
level.gravity = self;
|
||||
}
|
||||
|
||||
CUSTOM_CVAR(Bool, r_forceplayertranslation, false, CVAR_ARCHIVE|CVAR_NOINITCALL)
|
||||
{
|
||||
if (!multiplayer && players[0].mo != NULL)
|
||||
{
|
||||
players[0].mo->Translation = self? TRANSLATION(TRANSLATION_Players, 0) : 0;
|
||||
}
|
||||
}
|
||||
|
||||
CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
|
||||
CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
|
||||
|
||||
|
@ -3992,10 +3984,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
|
|||
R_BuildPlayerTranslation (playernum);
|
||||
|
||||
// [RH] set color translations for player sprites
|
||||
if (multiplayer || r_forceplayertranslation)
|
||||
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
|
||||
else
|
||||
mobj->Translation = 0;
|
||||
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
|
||||
|
||||
mobj->angle = spawn_angle;
|
||||
mobj->pitch = mobj->roll = 0;
|
||||
|
|
Loading…
Reference in a new issue