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disable respawn for spawned dudes (#223)
makes sense # Conflicts: # source/blood/src/view.cpp
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91dac5c73a
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3 changed files with 2 additions and 15 deletions
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@ -6456,7 +6456,7 @@ spritetype * actSpawnSprite(spritetype *pSource, int nStat);
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spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4)
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spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4)
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{
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{
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XSPRITE* pXSource = &xsprite[pSource->extra];
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XSPRITE* pXSource = &xsprite[pSource->extra];
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spritetype *pSprite2 = actSpawnSprite(pSource, 6);
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spritetype *pSprite2 = actSpawnSprite(pSource, kStatDude);
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if (!pSprite2) return NULL;
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if (!pSprite2) return NULL;
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XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
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XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
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int angle = pSource->ang;
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int angle = pSource->ang;
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@ -6480,6 +6480,7 @@ spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4)
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pSprite2->cstat |= 0x1101;
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pSprite2->cstat |= 0x1101;
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pSprite2->clipdist = dudeInfo[nDude].clipdist;
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pSprite2->clipdist = dudeInfo[nDude].clipdist;
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pXSprite2->health = dudeInfo[nDude].startHealth<<4;
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pXSprite2->health = dudeInfo[nDude].startHealth<<4;
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pXSprite2->respawn = 1;
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if (gSysRes.Lookup(dudeInfo[nDude].seqStartID, "SEQ"))
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if (gSysRes.Lookup(dudeInfo[nDude].seqStartID, "SEQ"))
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seqSpawn(dudeInfo[nDude].seqStartID, 3, pSprite2->extra, -1);
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seqSpawn(dudeInfo[nDude].seqStartID, 3, pSprite2->extra, -1);
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@ -263,7 +263,6 @@ void Respawn(int nSprite) // 9
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pXSprite->burnTime = 0;
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pXSprite->burnTime = 0;
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pXSprite->isTriggered = 0;
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pXSprite->isTriggered = 0;
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if (IsDudeSprite(pSprite)) {
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if (IsDudeSprite(pSprite)) {
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int nType = pSprite->type-kDudeBase;
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int nType = pSprite->type-kDudeBase;
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pSprite->x = baseSprite[nSprite].x;
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pSprite->x = baseSprite[nSprite].x;
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pSprite->y = baseSprite[nSprite].y;
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pSprite->y = baseSprite[nSprite].y;
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@ -275,12 +274,9 @@ void Respawn(int nSprite) // 9
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seqSpawn(dudeInfo[nType].seqStartID, 3, pSprite->extra, -1);
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seqSpawn(dudeInfo[nType].seqStartID, 3, pSprite->extra, -1);
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aiInitSprite(pSprite);
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aiInitSprite(pSprite);
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pXSprite->key = 0;
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pXSprite->key = 0;
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} else if (pSprite->type == kThingTNTBarrel) {
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} else if (pSprite->type == kThingTNTBarrel) {
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pSprite->cstat |= CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN;
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pSprite->cstat |= CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN;
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pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE;
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pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE;
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}
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}
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gFX.fxSpawn(FX_29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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gFX.fxSpawn(FX_29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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@ -688,11 +688,6 @@ int packItemToPowerup(int nPack)
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int powerupToPackItem(int nPowerUp)
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int powerupToPackItem(int nPowerUp)
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{
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{
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//const int jumpBoots = kPwUpJumpBoots;
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//const int divingSuit = kPwUpDivingSuit;
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//const int crystalBall = kPwUpCrystalBall;
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//const int beastVision = 25;
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switch (nPowerUp) {
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switch (nPowerUp) {
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case kPwUpDivingSuit:
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case kPwUpDivingSuit:
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return 1;
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return 1;
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@ -868,11 +863,6 @@ void playerCorrectInertia(PLAYER* pPlayer, vec3_t const *oldpos)
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void playerResetPowerUps(PLAYER* pPlayer)
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void playerResetPowerUps(PLAYER* pPlayer)
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{
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{
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//const int jumpBoots = kPwUpJumpBoots;
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//const int divingSuit = kPwUpDivingSuit;
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//const int crystalBall = kPwUpCrystalBall;
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//const int beastVision = 25;
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for (int i = 0; i < kMaxPowerUps; i++) {
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for (int i = 0; i < kMaxPowerUps; i++) {
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if (!VanillaMode() && (i == kPwUpJumpBoots || i == kPwUpDivingSuit || i == kPwUpCrystalBall || i == kPwUpBeastVision))
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if (!VanillaMode() && (i == kPwUpJumpBoots || i == kPwUpDivingSuit || i == kPwUpCrystalBall || i == kPwUpBeastVision))
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continue;
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continue;
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