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Fix issue where the player's pistol isn't removed when they spawn on HURTRAIL/FLOORSLIME/FLOORPLASMA
git-svn-id: https://svn.eduke32.com/eduke32@7292 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 16 additions and 12 deletions
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@ -1639,20 +1639,24 @@ static void G_ResetAllPlayers(void)
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for (int TRAVERSE_CONNECT(i))
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{
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auto &p = *g_player[i].ps;
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switch (DYNAMICTILEMAP(sector[sprite[p.i].sectnum].floorpicnum))
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if (p.cursectnum >= 0)
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{
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case HURTRAIL__STATIC:
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case FLOORSLIME__STATIC:
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case FLOORPLASMA__STATIC:
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P_ResetWeapons(i);
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P_ResetInventory(i);
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switch (DYNAMICTILEMAP(sector[p.cursectnum].floorpicnum))
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{
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case HURTRAIL__STATIC:
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case FLOORSLIME__STATIC:
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case FLOORPLASMA__STATIC:
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P_ResetWeapons(i);
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P_ResetInventory(i);
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p.ammo_amount[PISTOL_WEAPON] = 0;
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p.gotweapon &= ~(1 << PISTOL_WEAPON);
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p.curr_weapon = KNEE_WEAPON;
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p.kickback_pic = 0;
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p.ammo_amount[PISTOL_WEAPON] = 0;
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p.gotweapon &= ~(1 << PISTOL_WEAPON);
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p.curr_weapon = KNEE_WEAPON;
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p.kickback_pic = 0;
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break;
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break;
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}
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}
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}
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}
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@ -2031,7 +2035,7 @@ int G_EnterLevel(int gameMode)
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if (g_netClient || g_netServer) // [75] : Initialize map states after map load
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{
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Net_InitMapStateHistory();
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Net_AddWorldToInitialSnapshot();
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Net_AddWorldToInitialSnapshot();
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}
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Net_WaitForServer();
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