mirror of
				https://github.com/KartKrewDev/RingRacers.git
				synced 2025-10-30 08:01:28 +00:00 
			
		
		
		
	K_DoIngameRespawn: In Tutorial specifically, tightly tie allowed fallback spawnpoints (if not yet crossed a checkpoint line) to relative player ID
Not literal player ID so that nothing gets messy when returning from Test Track challenge
This commit is contained in:
		
							parent
							
								
									39e33bd98e
								
							
						
					
					
						commit
						9bd29a87b2
					
				
					 1 changed files with 18 additions and 1 deletions
				
			
		|  | @ -255,7 +255,24 @@ void K_DoIngameRespawn(player_t *player) | |||
| 		{ | ||||
| 			UINT8 i = 0; | ||||
| 
 | ||||
| 			for (i = 0; i < numstarts; i++) | ||||
| 			if (gametype == GT_TUTORIAL) | ||||
| 			{ | ||||
| 				// In tutorial, spawnpoints are player ID locked.
 | ||||
| 				// ...but returning from Test Track can do funny things,
 | ||||
| 				// so we use relative ID instead of literal slot number.
 | ||||
| 				UINT8 spos = 0; | ||||
| 				for (; i < MAXPLAYERS; i++) | ||||
| 				{ | ||||
| 					if (i == player-players) | ||||
| 						break; | ||||
| 					if (!playeringame[i]) | ||||
| 						continue; | ||||
| 					spos++; | ||||
| 				} | ||||
| 
 | ||||
| 				beststart = starts[spos % numstarts]; | ||||
| 			} | ||||
| 			else for (i = 0; i < numstarts; i++) | ||||
| 			{ | ||||
| 				UINT32 dist = UINT32_MAX; | ||||
| 				mapthing_t *checkstart = NULL; | ||||
|  |  | |||
		Loading…
	
	Add table
		
		Reference in a new issue
	
	 toaster
						toaster