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- SW: Properly guard the call to PlayerDeathReset()
in TerminateLevel()
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* Stems from an oversight in 28b97486cd
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* Fixes #796.
This commit is contained in:
parent
8bbf7f4e00
commit
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2 changed files with 2 additions and 8 deletions
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@ -580,7 +580,8 @@ void TerminateLevel(void)
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{
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{
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PLAYER* pp = &Player[pnum];
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PLAYER* pp = &Player[pnum];
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PlayerDeathReset(pp);
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if (pp->Flags & PF_DEAD)
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PlayerDeathReset(pp);
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// Free panel sprites for players
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// Free panel sprites for players
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pClearSpriteList(pp);
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pClearSpriteList(pp);
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@ -6016,13 +6016,6 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
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DoPlayerZrange(pp);
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DoPlayerZrange(pp);
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pp->sop_control = nullptr;
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pp->sop_remote = nullptr;
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pp->sop_riding = nullptr;
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pp->sop = nullptr;
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pp->Flags &= ~(PF_WEAPON_DOWN|PF_WEAPON_RETRACT);
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pp->Flags &= ~(PF_DEAD);
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plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
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plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
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