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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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parent
915585697a
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1 changed files with 7 additions and 7 deletions
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@ -179,26 +179,26 @@ void K_CheckBumpers(void)
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return;
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return;
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}
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}
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}
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}
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else if (eliminated >= numingame - 1)
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else if (numingame > 1)
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{
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{
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// If every other player is eliminated, the
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// If every other player is eliminated, the
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// last player standing wins by default.
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// last player standing wins by default.
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if (numingame > 1)
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if (eliminated >= numingame - 1)
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{
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K_EndBattleRound(kingofthehill != -1 ? &players[kingofthehill] : NULL);
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K_EndBattleRound(kingofthehill != -1 ? &players[kingofthehill] : NULL);
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return;
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return;
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}
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}
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}
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if (numingame <= 1)
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else
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{
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{
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if ((gametyperules & GTR_PRISONS) && !battleprisons && (K_CanChangeRules(true) == true))
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if ((gametyperules & GTR_PRISONS) && !battleprisons && (K_CanChangeRules(true) == true))
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{
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{
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// Reset map to turn on battle prisons
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// Reset map to turn on battle prisons
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if (server)
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if (server)
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D_MapChange(gamemap, gametype, encoremode, true, 0, false, false);
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D_MapChange(gamemap, gametype, encoremode, true, 0, false, false);
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}
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return;
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return;
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}
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}
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}
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}
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}
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void K_CheckEmeralds(player_t *player)
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void K_CheckEmeralds(player_t *player)
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