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
This commit is contained in:
toaster 2023-11-13 16:25:36 +00:00
parent 4379c62276
commit 83cf97bdad
2 changed files with 2 additions and 2 deletions

View file

@ -1910,7 +1910,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
// spectating. Because in Free Play, this player // spectating. Because in Free Play, this player
// can enter the game again, and these flags would // can enter the game again, and these flags would
// make them intangible. // make them intangible.
if (K_Cooperative() && !target->player->spectator) if (!(gametyperules & GTR_CHECKPOINTS) && K_Cooperative() && !target->player->spectator)
{ {
target->player->pflags |= PF_ELIMINATED; target->player->pflags |= PF_ELIMINATED;

View file

@ -2816,7 +2816,7 @@ static void P_DeathThink(player_t *player)
} }
} }
if ((player->pflags & PF_ELIMINATED) && (gametyperules & GTR_BUMPERS)) if ((player->pflags & PF_ELIMINATED) /*&& (gametyperules & GTR_BUMPERS)*/)
{ {
playerGone = true; playerGone = true;
} }