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Splitscreen GP: hide GAME OVERED player sprite and VFX
- Does not interfere with destroyed kart explosion
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2 changed files with 13 additions and 0 deletions
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@ -4512,6 +4512,10 @@ static void K_drawKartMinimap(void)
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if ((gametyperules & GTR_BUMPERS) && (players[i].pflags & PF_ELIMINATED))
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continue;
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// This gets set for a player who has GAME OVER'd
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if (P_MobjIsReappearing(players[i].mo))
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continue;
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if (i == displayplayers[0] || i == displayplayers[1] || i == displayplayers[2] || i == displayplayers[3])
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{
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// Draw display players on top of everything else
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@ -4723,6 +4727,10 @@ static void K_drawKartMinimap(void)
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mobj = players[localplayers[i]].mo;
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// This gets set for a player who has GAME OVER'd
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if (P_MobjIsReappearing(mobj))
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continue;
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if (mobj->health <= 0 && (players[localplayers[i]].pflags & PF_NOCONTEST))
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{
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if (P_MobjWasRemoved(mobj->tracer))
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@ -4156,6 +4156,11 @@ void P_PlayerThink(player_t *player)
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player->playerstate = PST_DEAD;
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// hide the player sprite forever
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player->mo->hitlag = INT32_MAX;
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player->mo->renderflags |= RF_DONTDRAW;
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player->mo->reappear = INFTICS; // also hides the follower
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// respawn from where you died
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player->respawn.pointx = player->mo->x;
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player->respawn.pointy = player->mo->y;
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