mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-29 23:41:48 +00:00
- Implemented sv_singleplayerrespawn
This commit is contained in:
parent
d804f94a5e
commit
edf2556ea3
4 changed files with 12 additions and 5 deletions
|
@ -1655,9 +1655,10 @@ static void G_QueueBody (AActor *body)
|
||||||
//
|
//
|
||||||
// G_DoReborn
|
// G_DoReborn
|
||||||
//
|
//
|
||||||
|
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
||||||
void G_DoReborn (int playernum, bool freshbot)
|
void G_DoReborn (int playernum, bool freshbot)
|
||||||
{
|
{
|
||||||
if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN))
|
if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn)
|
||||||
{
|
{
|
||||||
if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
|
if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
|
||||||
{ // Load game from the last point it was saved
|
{ // Load game from the last point it was saved
|
||||||
|
|
|
@ -526,6 +526,8 @@ static bool unloading;
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
|
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
||||||
|
|
||||||
void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
|
void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
|
||||||
{
|
{
|
||||||
level_info_t *nextinfo = NULL;
|
level_info_t *nextinfo = NULL;
|
||||||
|
@ -634,7 +636,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
|
||||||
|
|
||||||
// If this is co-op, respawn any dead players now so they can
|
// If this is co-op, respawn any dead players now so they can
|
||||||
// keep their inventory on the next map.
|
// keep their inventory on the next map.
|
||||||
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
|
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn) && !deathmatch && player->playerstate == PST_DEAD)
|
||||||
{
|
{
|
||||||
// Copied from the end of P_DeathThink [[
|
// Copied from the end of P_DeathThink [[
|
||||||
player->cls = NULL; // Force a new class if the player is using a random class
|
player->cls = NULL; // Force a new class if the player is using a random class
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
// Emacs style mode select -*- C++ -*-
|
// Emacs style mode select -*- C++ -*-
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
//
|
//
|
||||||
// $Id:$
|
// $Id:$
|
||||||
|
@ -4495,6 +4495,7 @@ void AActor::AdjustFloorClip ()
|
||||||
// Most of the player structure stays unchanged between levels.
|
// Most of the player structure stays unchanged between levels.
|
||||||
//
|
//
|
||||||
EXTERN_CVAR (Bool, chasedemo)
|
EXTERN_CVAR (Bool, chasedemo)
|
||||||
|
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
||||||
|
|
||||||
extern bool demonew;
|
extern bool demonew;
|
||||||
|
|
||||||
|
@ -4682,7 +4683,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
||||||
{ // Give all cards in death match mode.
|
{ // Give all cards in death match mode.
|
||||||
p->mo->GiveDeathmatchInventory ();
|
p->mo->GiveDeathmatchInventory ();
|
||||||
}
|
}
|
||||||
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
|
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
|
||||||
{ // Special inventory handling for respawning in coop
|
{ // Special inventory handling for respawning in coop
|
||||||
p->mo->FilterCoopRespawnInventory (oldactor);
|
p->mo->FilterCoopRespawnInventory (oldactor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -68,6 +68,7 @@ static FRandom pr_skullpop ("SkullPop");
|
||||||
// Variables for prediction
|
// Variables for prediction
|
||||||
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||||
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||||
|
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
|
||||||
|
|
||||||
CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||||
{
|
{
|
||||||
|
@ -2212,7 +2213,9 @@ void P_DeathThink (player_t *player)
|
||||||
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
|
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
|
||||||
{
|
{
|
||||||
player->cls = NULL; // Force a new class if the player is using a random class
|
player->cls = NULL; // Force a new class if the player is using a random class
|
||||||
player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
|
player->playerstate =
|
||||||
|
(multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn)
|
||||||
|
? PST_REBORN : PST_ENTER;
|
||||||
if (player->mo->special1 > 2)
|
if (player->mo->special1 > 2)
|
||||||
{
|
{
|
||||||
player->mo->special1 = 0;
|
player->mo->special1 = 0;
|
||||||
|
|
Loading…
Reference in a new issue