Always set starting bumpers in P_SpawnPlayer

This commit is contained in:
James R. 2023-10-01 15:48:05 -07:00 committed by James R
parent f195b9742a
commit bcd4963f2e
2 changed files with 2 additions and 25 deletions

View file

@ -801,24 +801,6 @@ void K_BattleInit(boolean singleplayercontext)
battleprisons = true;
}
if (gametyperules & GTR_BUMPERS)
{
const INT32 startingHealth = K_BumpersToHealth(K_StartingBumperCount());
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].mo)
{
players[i].mo->health = startingHealth;
}
K_SpawnPlayerBattleBumpers(players+i);
}
}
g_battleufo.due = starttime;
g_battleufo.previousId = Obj_GetFirstBattleUFOSpawnerID();
}

View file

@ -12090,13 +12090,8 @@ void P_SpawnPlayer(INT32 playernum)
if ((gametyperules & GTR_BUMPERS) && !p->spectator)
{
// At leveltime == 2, K_TimerInit will get called and reset
// the bumpers to the initial value for the level.
if (leveltime > 2) // Reset those bumpers!
{
mobj->health = K_BumpersToHealth(K_StartingBumperCount());
K_SpawnPlayerBattleBumpers(p);
}
mobj->health = K_BumpersToHealth(K_StartingBumperCount());
K_SpawnPlayerBattleBumpers(p);
}
// Block visuals