Some few changes.

The amount of rings you start with also applies when you respawn from a starpost.

Startrings counts the ring total requirement for a perfect bonus.
This commit is contained in:
Steel Titanium 2019-06-24 16:21:03 -04:00
parent c2a8c82b6a
commit c314c4b208
2 changed files with 3 additions and 3 deletions

View file

@ -2397,6 +2397,8 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
P_SpawnPlayer(playernum); P_SpawnPlayer(playernum);
players[playernum].rings = mapheaderinfo[gamemap-1]->startrings;
if (starpost) //Don't even bother with looking for a place to spawn. if (starpost) //Don't even bother with looking for a place to spawn.
{ {
P_MovePlayerToStarpost(playernum); P_MovePlayerToStarpost(playernum);
@ -2452,8 +2454,6 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
} }
P_MovePlayerToSpawn(playernum, spawnpoint); P_MovePlayerToSpawn(playernum, spawnpoint);
players[playernum].rings = mapheaderinfo[gamemap-1]->startrings;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :) LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :)
#endif #endif

View file

@ -2176,7 +2176,7 @@ static void P_LevelInitStuff(void)
tokenbits = 0; tokenbits = 0;
runemeraldmanager = false; runemeraldmanager = false;
emeraldspawndelay = 60*TICRATE; emeraldspawndelay = 60*TICRATE;
nummaprings = 0; nummaprings = mapheaderinfo[gamemap-1]->startrings;
// emerald hunt // emerald hunt
hunt1 = hunt2 = hunt3 = NULL; hunt1 = hunt2 = hunt3 = NULL;