G_PlayerReborn: always clear nocontrol

Fault behavior relies on nocontrol. If you were able to
spectate and rejoin after faulting, you would be caught in
a state of nocontrol == UINT16_MAX with no way out.
This commit is contained in:
James R 2024-02-26 22:38:12 -08:00
parent b48924f539
commit 9ea986a751

View file

@ -2121,7 +2121,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
INT32 itemtype;
INT32 itemamount;
INT32 growshrinktimer;
UINT16 nocontrol;
INT32 khudfault;
INT32 kickstartaccel;
INT32 checkpointId;
@ -2227,7 +2226,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
spheres = 0;
kickstartaccel = 0;
khudfault = 0;
nocontrol = 0;
laps = 0;
latestlap = 0;
lapPoints = 0;
@ -2265,7 +2263,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
kickstartaccel = players[player].kickstartaccel;
khudfault = players[player].karthud[khud_fault];
nocontrol = players[player].nocontrol;
laps = players[player].laps;
latestlap = players[player].latestlap;
@ -2397,7 +2394,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
p->eggmanblame = -1;
p->lastdraft = -1;
p->karthud[khud_fault] = khudfault;
p->nocontrol = nocontrol;
p->kickstartaccel = kickstartaccel;
p->checkpointId = checkpointId;