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	Fix Prisons reset behavior
The elimination behavior was completely preventing the prisons behavior from even being checked.
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					 1 changed files with 7 additions and 7 deletions
				
			
		|  | @ -179,25 +179,25 @@ void K_CheckBumpers(void) | |||
| 			return; | ||||
| 		} | ||||
| 	} | ||||
| 	else if (eliminated >= numingame - 1) | ||||
| 	else if (numingame > 1) | ||||
| 	{ | ||||
| 		// If every other player is eliminated, the
 | ||||
| 		// last player standing wins by default.
 | ||||
| 		if (numingame > 1) | ||||
| 		if (eliminated >= numingame - 1) | ||||
| 		{ | ||||
| 			K_EndBattleRound(kingofthehill != -1 ? &players[kingofthehill] : NULL); | ||||
| 		return; | ||||
| 			return; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	if (numingame <= 1) | ||||
| 	else | ||||
| 	{ | ||||
| 		if ((gametyperules & GTR_PRISONS) && !battleprisons && (K_CanChangeRules(true) == true)) | ||||
| 		{ | ||||
| 			// Reset map to turn on battle prisons
 | ||||
| 			if (server) | ||||
| 				D_MapChange(gamemap, gametype, encoremode, true, 0, false, false); | ||||
| 			return; | ||||
| 		} | ||||
| 
 | ||||
| 		return; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
|  |  | |||
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