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Blood: Clear keys on new level, fixes #308
# Conflicts: # source/blood/src/player.h
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37f3bb37d4
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3 changed files with 4 additions and 4 deletions
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@ -640,7 +640,7 @@ void StartLevel(GAMEOPTIONS *gameOptions)
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}
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}
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playerInit(i,0);
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playerInit(i,0);
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}
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}
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playerStart(i);
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playerStart(i, 1);
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}
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}
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if (gameOptions->uGameFlags&1)
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if (gameOptions->uGameFlags&1)
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{
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{
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@ -645,7 +645,7 @@ void playerResetPosture(PLAYER* pPlayer) {
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memcpy(pPlayer->pPosture, gPostureDefaults, sizeof(gPostureDefaults));
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memcpy(pPlayer->pPosture, gPostureDefaults, sizeof(gPostureDefaults));
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}
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}
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void playerStart(int nPlayer)
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void playerStart(int nPlayer, int bNewLevel)
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{
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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PLAYER* pPlayer = &gPlayer[nPlayer];
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GINPUT* pInput = &pPlayer->input;
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GINPUT* pInput = &pPlayer->input;
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@ -739,7 +739,7 @@ void playerStart(int nPlayer)
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pPlayer->relAim.dz = 0;
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pPlayer->relAim.dz = 0;
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pPlayer->aimTarget = -1;
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pPlayer->aimTarget = -1;
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pPlayer->zViewVel = pPlayer->zWeaponVel;
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pPlayer->zViewVel = pPlayer->zWeaponVel;
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if (!(gGameOptions.nGameType == 1 && gGameOptions.bKeepKeysOnRespawn))
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if (!(gGameOptions.nGameType == 1 && gGameOptions.bKeepKeysOnRespawn && !bNewLevel))
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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pPlayer->hasKey[i] = gGameOptions.nGameType >= 2;
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pPlayer->hasKey[i] = gGameOptions.nGameType >= 2;
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pPlayer->hasFlag = 0;
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pPlayer->hasFlag = 0;
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@ -283,7 +283,7 @@ void playerSetRace(PLAYER *pPlayer, int nLifeMode);
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void playerSetGodMode(PLAYER *pPlayer, char bGodMode);
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void playerSetGodMode(PLAYER *pPlayer, char bGodMode);
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void playerResetInertia(PLAYER *pPlayer);
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void playerResetInertia(PLAYER *pPlayer);
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void playerCorrectInertia(PLAYER *pPlayer, vec3_t const *oldpos);
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void playerCorrectInertia(PLAYER *pPlayer, vec3_t const *oldpos);
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void playerStart(int nPlayer);
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void playerStart(int nPlayer, int bNewLevel = 0);
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void playerReset(PLAYER *pPlayer);
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void playerReset(PLAYER *pPlayer);
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void playerInit(int nPlayer, unsigned int a2);
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void playerInit(int nPlayer, unsigned int a2);
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char sub_3A158(PLAYER *a1, spritetype *a2);
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char sub_3A158(PLAYER *a1, spritetype *a2);
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