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Try to avoid respawning you past the finish line
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1 changed files with 3 additions and 2 deletions
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@ -334,8 +334,9 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
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dest.x, dest.y
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);
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if ((player->respawn.distanceleft == 0)
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&& (K_GetWaypointIsSpawnpoint(player->respawn.wp) == true))
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if ((player->respawn.distanceleft == 0 && K_GetWaypointIsSpawnpoint(player->respawn.wp) == true)
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|| (player->respawn.wp == K_GetFinishLineWaypoint()
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|| player->respawn.wp->nextwaypoints[nwp] == K_GetFinishLineWaypoint())) // Try not to allow you to pass the finish line while respawning, because it's janky
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{
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// Alright buddy, that's the end of the ride.
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player->respawn.state = RESPAWNST_DROP;
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