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Try preventing players during snapshotmaps
- Try to force spectator. - Since that doesn't seem to always work, also simply don't draw `MT_PLAYER` when not using `drawpickups`.
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2 changed files with 16 additions and 1 deletions
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@ -8847,6 +8847,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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void P_PostLoadLevel(void)
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void P_PostLoadLevel(void)
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{
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{
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TracyCZone(__zone, true);
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TracyCZone(__zone, true);
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INT32 i;
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P_MapStart();
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P_MapStart();
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@ -8882,6 +8883,20 @@ void P_PostLoadLevel(void)
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K_UpdateMatchRaceBots();
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K_UpdateMatchRaceBots();
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}
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}
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if (roundqueue.snapshotmaps == true)
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{
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// Force spectator for snapshotmaps command
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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{
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continue;
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}
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players[i].spectator = true;
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}
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}
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K_TimerInit();
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K_TimerInit();
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P_InitPlayers();
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P_InitPlayers();
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@ -8905,7 +8920,6 @@ void P_PostLoadLevel(void)
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ACS_RunLevelStartScripts();
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ACS_RunLevelStartScripts();
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LUA_HookInt(gamemap, HOOK(MapLoad));
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LUA_HookInt(gamemap, HOOK(MapLoad));
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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{
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if (!playeringame[i])
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if (!playeringame[i])
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@ -3796,6 +3796,7 @@ boolean R_ThingVisible (mobj_t *thing)
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case MT_BATTLECAPSULE:
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case MT_BATTLECAPSULE:
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case MT_BATTLECAPSULE_PIECE:
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case MT_BATTLECAPSULE_PIECE:
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case MT_SPRAYCAN:
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case MT_SPRAYCAN:
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case MT_PLAYER:
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return false;
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return false;
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default:
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default:
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