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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
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1 changed files with 18 additions and 1 deletions
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@ -255,7 +255,24 @@ void K_DoIngameRespawn(player_t *player)
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{
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UINT8 i = 0;
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for (i = 0; i < numstarts; i++)
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if (gametype == GT_TUTORIAL)
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{
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// In tutorial, spawnpoints are player ID locked.
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// ...but returning from Test Track can do funny things,
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// so we use relative ID instead of literal slot number.
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UINT8 spos = 0;
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for (; i < MAXPLAYERS; i++)
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{
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if (i == player-players)
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break;
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if (!playeringame[i])
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continue;
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spos++;
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}
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beststart = starts[spos % numstarts];
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}
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else for (i = 0; i < numstarts; i++)
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{
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UINT32 dist = UINT32_MAX;
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mapthing_t *checkstart = NULL;
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