TA: Don't end on death, but nerf lightsnake to minimum safe distance

This commit is contained in:
AJ Martinez 2024-03-12 22:38:19 -07:00
parent c646341a5d
commit 9eb7379df6
2 changed files with 8 additions and 1 deletions

View file

@ -509,6 +509,13 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
player->respawn.distanceleft = 0;
}
// Almost all legitimate driving, no matter how clumsy, should be faster than death in TA.
// Advance only as far as we need to prevent respawn loops!
if (modeattacking)
{
player->respawn.distanceleft = 0;
}
player->respawn.wp = player->respawn.wp->nextwaypoints[nwp];
K_RespawnAtWaypoint(player, player->respawn.wp);

View file

@ -2571,7 +2571,7 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
return false;
}
if (modeattacking)
if (modeattacking & ATTACKING_SPB)
{
// Death in SPB Attack is an instant loss.
P_DoPlayerExit(player, PF_NOCONTEST);