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TA: Don't end on death, but nerf lightsnake to minimum safe distance
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2 changed files with 8 additions and 1 deletions
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@ -509,6 +509,13 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
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player->respawn.distanceleft = 0;
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player->respawn.distanceleft = 0;
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}
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}
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// Almost all legitimate driving, no matter how clumsy, should be faster than death in TA.
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// Advance only as far as we need to prevent respawn loops!
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if (modeattacking)
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{
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player->respawn.distanceleft = 0;
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}
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player->respawn.wp = player->respawn.wp->nextwaypoints[nwp];
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player->respawn.wp = player->respawn.wp->nextwaypoints[nwp];
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K_RespawnAtWaypoint(player, player->respawn.wp);
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K_RespawnAtWaypoint(player, player->respawn.wp);
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@ -2571,7 +2571,7 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
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return false;
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return false;
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}
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}
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if (modeattacking)
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if (modeattacking & ATTACKING_SPB)
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{
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{
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// Death in SPB Attack is an instant loss.
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// Death in SPB Attack is an instant loss.
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P_DoPlayerExit(player, PF_NOCONTEST);
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P_DoPlayerExit(player, PF_NOCONTEST);
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