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Tally: only show GAME OVER in Sealed Stars if a player entered with 0 lives, not if they die in that round
- This is only relevant for splitscreen
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ca9fbed974
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1 changed files with 6 additions and 2 deletions
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@ -552,10 +552,14 @@ void level_tally_t::Init(player_t *player)
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done = (player->spectator == true || player->bot == true);
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done = (player->spectator == true || player->bot == true);
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if (specialstageinfo.valid == true && (player->pflags & PF_NOCONTEST) == PF_NOCONTEST &&
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if (specialstageinfo.valid == true && (player->pflags & PF_NOCONTEST) == PF_NOCONTEST &&
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(G_GametypeUsesLives() && player->lives <= 0) == false)
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// TODO: this leveltime check works, but checking
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// leveltime is kind of fragile in case order of
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// operations ever changes. There should be a better
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// way to tell if the player spawned GAME OVERed.
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(G_GametypeUsesLives() && player->lives <= 0 && leveltime == 0) == false)
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{
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{
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// No tally when losing special stages
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// No tally when losing special stages
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// Except when GAME OVER
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// Except when entering from GAME OVER.
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state = TALLY_ST_IGNORE;
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state = TALLY_ST_IGNORE;
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delay = 0;
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delay = 0;
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}
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}
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