mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Blood: Clear keys on new level, fixes #308
# Conflicts: # source/blood/src/player.h
This commit is contained in:
parent
37f3bb37d4
commit
8d7d8cc930
3 changed files with 4 additions and 4 deletions
|
@ -640,7 +640,7 @@ void StartLevel(GAMEOPTIONS *gameOptions)
|
||||||
}
|
}
|
||||||
playerInit(i,0);
|
playerInit(i,0);
|
||||||
}
|
}
|
||||||
playerStart(i);
|
playerStart(i, 1);
|
||||||
}
|
}
|
||||||
if (gameOptions->uGameFlags&1)
|
if (gameOptions->uGameFlags&1)
|
||||||
{
|
{
|
||||||
|
|
|
@ -645,7 +645,7 @@ void playerResetPosture(PLAYER* pPlayer) {
|
||||||
memcpy(pPlayer->pPosture, gPostureDefaults, sizeof(gPostureDefaults));
|
memcpy(pPlayer->pPosture, gPostureDefaults, sizeof(gPostureDefaults));
|
||||||
}
|
}
|
||||||
|
|
||||||
void playerStart(int nPlayer)
|
void playerStart(int nPlayer, int bNewLevel)
|
||||||
{
|
{
|
||||||
PLAYER* pPlayer = &gPlayer[nPlayer];
|
PLAYER* pPlayer = &gPlayer[nPlayer];
|
||||||
GINPUT* pInput = &pPlayer->input;
|
GINPUT* pInput = &pPlayer->input;
|
||||||
|
@ -739,7 +739,7 @@ void playerStart(int nPlayer)
|
||||||
pPlayer->relAim.dz = 0;
|
pPlayer->relAim.dz = 0;
|
||||||
pPlayer->aimTarget = -1;
|
pPlayer->aimTarget = -1;
|
||||||
pPlayer->zViewVel = pPlayer->zWeaponVel;
|
pPlayer->zViewVel = pPlayer->zWeaponVel;
|
||||||
if (!(gGameOptions.nGameType == 1 && gGameOptions.bKeepKeysOnRespawn))
|
if (!(gGameOptions.nGameType == 1 && gGameOptions.bKeepKeysOnRespawn && !bNewLevel))
|
||||||
for (int i = 0; i < 8; i++)
|
for (int i = 0; i < 8; i++)
|
||||||
pPlayer->hasKey[i] = gGameOptions.nGameType >= 2;
|
pPlayer->hasKey[i] = gGameOptions.nGameType >= 2;
|
||||||
pPlayer->hasFlag = 0;
|
pPlayer->hasFlag = 0;
|
||||||
|
|
|
@ -283,7 +283,7 @@ void playerSetRace(PLAYER *pPlayer, int nLifeMode);
|
||||||
void playerSetGodMode(PLAYER *pPlayer, char bGodMode);
|
void playerSetGodMode(PLAYER *pPlayer, char bGodMode);
|
||||||
void playerResetInertia(PLAYER *pPlayer);
|
void playerResetInertia(PLAYER *pPlayer);
|
||||||
void playerCorrectInertia(PLAYER *pPlayer, vec3_t const *oldpos);
|
void playerCorrectInertia(PLAYER *pPlayer, vec3_t const *oldpos);
|
||||||
void playerStart(int nPlayer);
|
void playerStart(int nPlayer, int bNewLevel = 0);
|
||||||
void playerReset(PLAYER *pPlayer);
|
void playerReset(PLAYER *pPlayer);
|
||||||
void playerInit(int nPlayer, unsigned int a2);
|
void playerInit(int nPlayer, unsigned int a2);
|
||||||
char sub_3A158(PLAYER *a1, spritetype *a2);
|
char sub_3A158(PLAYER *a1, spritetype *a2);
|
||||||
|
|
Loading…
Reference in a new issue