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Fix Tutorial's automatic death-to-retry pipeline
Also makes PF_ELIMINATED work in non-bumpers gametypes... it wasn't gametyperule-dependent previously so Elimination could use it one day, and it doesn't break Sealed Stars to do it this way
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2 changed files with 2 additions and 2 deletions
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@ -1910,7 +1910,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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// spectating. Because in Free Play, this player
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// can enter the game again, and these flags would
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// make them intangible.
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if (K_Cooperative() && !target->player->spectator)
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if (!(gametyperules & GTR_CHECKPOINTS) && K_Cooperative() && !target->player->spectator)
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{
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target->player->pflags |= PF_ELIMINATED;
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@ -2816,7 +2816,7 @@ static void P_DeathThink(player_t *player)
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}
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}
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if ((player->pflags & PF_ELIMINATED) && (gametyperules & GTR_BUMPERS))
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if ((player->pflags & PF_ELIMINATED) /*&& (gametyperules & GTR_BUMPERS)*/)
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{
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playerGone = true;
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}
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