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Ring Shooter: do not go backward, go straight to respawn waypoint
There was a bug here that could drop you at the finish
line waypoint. That could be bad because of sight check
discrepancy (see 99656765e).
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parent
99656765e5
commit
eed5ada28c
1 changed files with 0 additions and 8 deletions
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@ -203,15 +203,7 @@ void K_DoIngameRespawn(player_t *player)
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{
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{
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if (player->respawn.fromRingShooter == true)
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if (player->respawn.fromRingShooter == true)
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{
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{
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waypoint_t *finishline = K_GetFinishLineWaypoint();
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waypoint_t *prevWP = player->respawn.wp;
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waypoint_t *prevWP = player->respawn.wp;
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// Laps don't decrement while respawning, so don't cross behind the finish line
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while (prevWP->numprevwaypoints > 0 && prevWP != finishline)
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{
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prevWP = prevWP->prevwaypoints[0];
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if (K_GetWaypointIsSpawnpoint(prevWP) == true)
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break;
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}
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const UINT32 dist = (player->airtime * 48);
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const UINT32 dist = (player->airtime * 48);
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player->respawn.distanceleft = (dist * mapobjectscale) / FRACUNIT;
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player->respawn.distanceleft = (dist * mapobjectscale) / FRACUNIT;
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