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Respawn: don't let Ring Shooter send you behind the finish line
Because lap decrement does not happen when respawning, this would you skip a lap.
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1 changed files with 3 additions and 1 deletions
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@ -178,8 +178,10 @@ void K_DoIngameRespawn(player_t *player)
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{
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if (player->respawn.fromRingShooter == true)
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{
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waypoint_t *finishline = K_GetFinishLineWaypoint();
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waypoint_t *prevWP = player->respawn.wp;
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while (prevWP->numprevwaypoints > 0)
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// Laps don't decrement while respawning, so don't cross behind the finish line
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while (prevWP->numprevwaypoints > 0 && prevWP != finishline)
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{
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prevWP = prevWP->prevwaypoints[0];
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if (K_GetWaypointIsSpawnpoint(prevWP) == true)
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