disable respawn for spawned dudes (#223)

makes sense
# Conflicts:
#	source/blood/src/view.cpp
This commit is contained in:
CommonLoon102 2019-10-21 11:59:33 +00:00 committed by Christoph Oelckers
parent 91dac5c73a
commit c342d25879
3 changed files with 2 additions and 15 deletions

View file

@ -6456,7 +6456,7 @@ spritetype * actSpawnSprite(spritetype *pSource, int nStat);
spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4)
{
XSPRITE* pXSource = &xsprite[pSource->extra];
spritetype *pSprite2 = actSpawnSprite(pSource, 6);
spritetype *pSprite2 = actSpawnSprite(pSource, kStatDude);
if (!pSprite2) return NULL;
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
int angle = pSource->ang;
@ -6480,6 +6480,7 @@ spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4)
pSprite2->cstat |= 0x1101;
pSprite2->clipdist = dudeInfo[nDude].clipdist;
pXSprite2->health = dudeInfo[nDude].startHealth<<4;
pXSprite2->respawn = 1;
if (gSysRes.Lookup(dudeInfo[nDude].seqStartID, "SEQ"))
seqSpawn(dudeInfo[nDude].seqStartID, 3, pSprite2->extra, -1);

View file

@ -263,7 +263,6 @@ void Respawn(int nSprite) // 9
pXSprite->burnTime = 0;
pXSprite->isTriggered = 0;
if (IsDudeSprite(pSprite)) {
int nType = pSprite->type-kDudeBase;
pSprite->x = baseSprite[nSprite].x;
pSprite->y = baseSprite[nSprite].y;
@ -275,12 +274,9 @@ void Respawn(int nSprite) // 9
seqSpawn(dudeInfo[nType].seqStartID, 3, pSprite->extra, -1);
aiInitSprite(pSprite);
pXSprite->key = 0;
} else if (pSprite->type == kThingTNTBarrel) {
pSprite->cstat |= CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN;
pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE;
}
gFX.fxSpawn(FX_29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);

View file

@ -688,11 +688,6 @@ int packItemToPowerup(int nPack)
int powerupToPackItem(int nPowerUp)
{
//const int jumpBoots = kPwUpJumpBoots;
//const int divingSuit = kPwUpDivingSuit;
//const int crystalBall = kPwUpCrystalBall;
//const int beastVision = 25;
switch (nPowerUp) {
case kPwUpDivingSuit:
return 1;
@ -868,11 +863,6 @@ void playerCorrectInertia(PLAYER* pPlayer, vec3_t const *oldpos)
void playerResetPowerUps(PLAYER* pPlayer)
{
//const int jumpBoots = kPwUpJumpBoots;
//const int divingSuit = kPwUpDivingSuit;
//const int crystalBall = kPwUpCrystalBall;
//const int beastVision = 25;
for (int i = 0; i < kMaxPowerUps; i++) {
if (!VanillaMode() && (i == kPwUpJumpBoots || i == kPwUpDivingSuit || i == kPwUpCrystalBall || i == kPwUpBeastVision))
continue;