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P_InitPlayers: Tidy up the barely-significant difference between G_DoReborn and G_SpawnPlayer
Only kills objectplace at map start, not general respawn
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2 changed files with 4 additions and 11 deletions
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@ -2831,9 +2831,6 @@ void G_DoReborn(INT32 playernum)
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{
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player_t *player = &players[playernum];
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// Make sure objectplace is OFF when you first start the level!
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OP_ResetObjectplace();
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{
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// respawn at the start
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mobj_t *oldmo = NULL;
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@ -7835,6 +7835,9 @@ static void P_InitPlayers(void)
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UINT8 i;
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INT32 skin = -1;
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// Make sure objectplace is OFF when you first start the level!
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OP_ResetObjectplace();
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// Are we forcing a character?
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if (gametype == GT_TUTORIAL)
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{
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@ -7871,14 +7874,7 @@ static void P_InitPlayers(void)
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// followercolor can be left alone for hopefully obvious reasons
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}
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if (!(gametyperules & GTR_CIRCUIT) && K_PodiumSequence() == false)
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{
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G_DoReborn(i);
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}
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else // gametype is race
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{
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G_SpawnPlayer(i);
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}
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G_SpawnPlayer(i);
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players[i].xtralife = 0; // extra lives do not ever carry over from the previous round
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}
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