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Always set starting bumpers in P_SpawnPlayer
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2 changed files with 2 additions and 25 deletions
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@ -801,24 +801,6 @@ void K_BattleInit(boolean singleplayercontext)
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battleprisons = true;
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battleprisons = true;
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}
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}
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if (gametyperules & GTR_BUMPERS)
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{
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const INT32 startingHealth = K_BumpersToHealth(K_StartingBumperCount());
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator)
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continue;
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if (players[i].mo)
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{
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players[i].mo->health = startingHealth;
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}
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K_SpawnPlayerBattleBumpers(players+i);
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}
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}
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g_battleufo.due = starttime;
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g_battleufo.due = starttime;
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g_battleufo.previousId = Obj_GetFirstBattleUFOSpawnerID();
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g_battleufo.previousId = Obj_GetFirstBattleUFOSpawnerID();
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}
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}
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@ -12090,13 +12090,8 @@ void P_SpawnPlayer(INT32 playernum)
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if ((gametyperules & GTR_BUMPERS) && !p->spectator)
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if ((gametyperules & GTR_BUMPERS) && !p->spectator)
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{
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{
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// At leveltime == 2, K_TimerInit will get called and reset
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mobj->health = K_BumpersToHealth(K_StartingBumperCount());
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// the bumpers to the initial value for the level.
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K_SpawnPlayerBattleBumpers(p);
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if (leveltime > 2) // Reset those bumpers!
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{
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mobj->health = K_BumpersToHealth(K_StartingBumperCount());
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K_SpawnPlayerBattleBumpers(p);
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}
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}
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}
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// Block visuals
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// Block visuals
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