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fix fault respawn bug
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parent
e6eaaebd89
commit
d198bc73e9
1 changed files with 9 additions and 9 deletions
18
src/p_user.c
18
src/p_user.c
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@ -4547,17 +4547,17 @@ void P_PlayerThink(player_t *player)
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if (player->nocontrol && player->nocontrol < UINT16_MAX)
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if (player->nocontrol && player->nocontrol < UINT16_MAX)
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{
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{
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if (!(--player->nocontrol))
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player->nocontrol--;
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{
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if (player->pflags & PF_FAULT)
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{
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player->pflags &= ~PF_FAULT;
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player->mo->renderflags &= ~RF_DONTDRAW;
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player->mo->flags &= ~MF_NOCLIPTHING;
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}
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}
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}
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}
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// tic down the var normaly and remove the flag upon respawn so its guaranteed to be removed from the player
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if (!player->nocontrol && player->respawn.state == RESPAWNST_DROP && (player->pflags & PF_FAULT))
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{
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player->pflags &= ~PF_FAULT;
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player->mo->renderflags &= ~RF_DONTDRAW;
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player->mo->flags &= ~MF_NOCLIPTHING;
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}
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boolean deathcontrolled = (player->respawn.state != RESPAWNST_NONE && player->respawn.truedeath == true)
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boolean deathcontrolled = (player->respawn.state != RESPAWNST_NONE && player->respawn.truedeath == true)
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|| (player->pflags & PF_NOCONTEST) || (player->karmadelay);
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|| (player->pflags & PF_NOCONTEST) || (player->karmadelay);
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boolean powercontrolled = (player->hyudorotimer) || (player->growshrinktimer > 0);
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boolean powercontrolled = (player->hyudorotimer) || (player->growshrinktimer > 0);
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