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Update respawn waypoint on fastfall bounce
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2 changed files with 9 additions and 1 deletions
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@ -67,7 +67,7 @@ typedef enum
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{
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{
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PF_GODMODE = 1<<0, // Immortal. No lightsnake from pits either
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PF_GODMODE = 1<<0, // Immortal. No lightsnake from pits either
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// free: 1<<1
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PF_UPDATEMYRESPAWN = 1<<1, // Scripted sequences / fastfall can set this to force a respawn waypoint update
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PF_AUTOROULETTE = 1<<2, // Accessibility: Non-deterministic item box, no manual stop.
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PF_AUTOROULETTE = 1<<2, // Accessibility: Non-deterministic item box, no manual stop.
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@ -8953,6 +8953,12 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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updaterespawn = false;
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updaterespawn = false;
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}
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}
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if (player->pflags & PF_UPDATEMYRESPAWN)
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{
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updaterespawn = true;
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player->pflags &= ~PF_UPDATEMYRESPAWN;
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}
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// Respawn point should only be updated when we're going to a nextwaypoint
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// Respawn point should only be updated when we're going to a nextwaypoint
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if ((updaterespawn) &&
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if ((updaterespawn) &&
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(player->respawn.state == RESPAWNST_NONE) &&
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(player->respawn.state == RESPAWNST_NONE) &&
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@ -10688,6 +10694,8 @@ boolean K_FastFallBounce(player_t *player)
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if (player->mo->eflags & MFE_UNDERWATER)
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if (player->mo->eflags & MFE_UNDERWATER)
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bounce = (117 * bounce) / 200;
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bounce = (117 * bounce) / 200;
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player->pflags |= PF_UPDATEMYRESPAWN;
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player->mo->momz = bounce * P_MobjFlip(player->mo);
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player->mo->momz = bounce * P_MobjFlip(player->mo);
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player->fastfall = 0;
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player->fastfall = 0;
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