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Fix trains not moving spawn points with higher indexes than player count.
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d9b8f58558
commit
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1 changed files with 20 additions and 12 deletions
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@ -6418,14 +6418,18 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (sector[pSprite->sectnum].lotag != ST_2_UNDERWATER)
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if (sector[pSprite->sectnum].lotag != ST_2_UNDERWATER)
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{
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{
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// Move player spawns with sector.
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for (int spawnNum = 0; spawnNum < g_playerSpawnCnt; spawnNum++)
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{
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if (g_playerSpawnPoints[spawnNum].sect == pSprite->sectnum)
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{
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g_playerSpawnPoints[spawnNum].pos.x += m;
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g_playerSpawnPoints[spawnNum].pos.y += x;
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}
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}
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for (TRAVERSE_CONNECT(playerNum))
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for (TRAVERSE_CONNECT(playerNum))
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{
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{
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if (g_playerSpawnPoints[playerNum].sect == pSprite->sectnum)
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{
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g_playerSpawnPoints[playerNum].pos.x += m;
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g_playerSpawnPoints[playerNum].pos.y += x;
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}
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auto const pPlayer = g_player[playerNum].ps;
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auto const pPlayer = g_player[playerNum].ps;
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// might happen when squished into void space
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// might happen when squished into void space
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@ -6555,6 +6559,16 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (ud.noclip == 0)
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if (ud.noclip == 0)
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MaybeTrainKillPlayer(pSprite, 0);
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MaybeTrainKillPlayer(pSprite, 0);
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// Move player spawns with sector.
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for (int spawnNum = 0; spawnNum < g_playerSpawnCnt; spawnNum++)
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{
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if (g_playerSpawnPoints[spawnNum].sect == pSprite->sectnum)
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{
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g_playerSpawnPoints[spawnNum].pos.x += l;
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g_playerSpawnPoints[spawnNum].pos.y += x;
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}
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}
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for (int TRAVERSE_CONNECT(playerNum))
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for (int TRAVERSE_CONNECT(playerNum))
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{
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{
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auto const pPlayer = g_player[playerNum].ps;
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auto const pPlayer = g_player[playerNum].ps;
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@ -6570,12 +6584,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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pPlayer->bobpos.x += l;
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pPlayer->bobpos.x += l;
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pPlayer->bobpos.y += x;
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pPlayer->bobpos.y += x;
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}
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}
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if (g_playerSpawnPoints[playerNum].sect == pSprite->sectnum)
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{
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g_playerSpawnPoints[playerNum].pos.x += l;
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g_playerSpawnPoints[playerNum].pos.y += x;
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}
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}
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}
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for (SPRITES_OF_SECT(pSprite->sectnum, j))
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for (SPRITES_OF_SECT(pSprite->sectnum, j))
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