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Revert item capsule respawn queue changes
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parent
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commit
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1 changed files with 11 additions and 15 deletions
26
src/p_mobj.c
26
src/p_mobj.c
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@ -10169,17 +10169,6 @@ void P_RespawnSpecials(void)
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//if (!(gametyperules & GTR_CIRCUIT) && numgotboxes >= (4*nummapboxes/5)) // Battle Mode respawns all boxes in a different way
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//P_RespawnBattleBoxes();
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// nothing left to respawn?
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if (iquehead == iquetail)
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return;
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mthing = itemrespawnque[iquetail];
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#ifdef PARANOIA
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if (!mthing)
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I_Error("itemrespawnque[iquetail] is NULL!");
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#endif
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// wait time depends on player count
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for (p = 0; p < MAXPLAYERS; p++)
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{
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@ -10214,10 +10203,6 @@ void P_RespawnSpecials(void)
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&& !(mapheaderinfo[gamemap-1]->levelflags & LF_SECTIONRACE))
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time = (time * 3) / max(1, mapheaderinfo[gamemap-1]->numlaps);
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// this should probably be a flag if multiple items end up using this
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if (mthing && mthing->type == mobjinfo[MT_ITEMCAPSULE].doomednum)
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time /= 2;
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if (time < 10*TICRATE)
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{
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// Ensure it doesn't go into absurdly low values
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@ -10226,10 +10211,21 @@ void P_RespawnSpecials(void)
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}
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}
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// nothing left to respawn?
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if (iquehead == iquetail)
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return;
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// the first item in the queue is the first to respawn
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if (leveltime - itemrespawntime[iquetail] < (tic_t)time)
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return;
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mthing = itemrespawnque[iquetail];
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#ifdef PARANOIA
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if (!mthing)
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I_Error("itemrespawnque[iquetail] is NULL!");
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#endif
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if (mthing)
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P_SpawnMapThing(mthing);
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