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Don't let death type damage kill respawning player
This includes death pits and instakill sectors. Does not affect direct P_KillMobj calls.
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1 changed files with 6 additions and 0 deletions
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@ -1911,6 +1911,12 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
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{
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(void)source;
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if (player->respawn.state != RESPAWNST_NONE)
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{
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K_DoInstashield(player);
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return false;
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}
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if (!player->exiting && specialstageinfo.valid == true)
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{
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player->pflags |= PF_NOCONTEST;
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