Delete multi_do_death

It is not needed.  Deathmatch players never lose their keys, so there is
no need to reapply them.
This commit is contained in:
Kp 2020-09-11 03:08:02 +00:00
parent 6a9444e5d6
commit 3ee3ac7b7a
3 changed files with 0 additions and 18 deletions

View file

@ -483,11 +483,6 @@ void multi_prep_level_objects(const d_vclip_array &Vclip);
void multi_prep_level_player();
void multi_leave_game(void);
void multi_process_bigdata(playernum_t pnum, const uint8_t *buf, uint_fast32_t len);
}
#endif
void multi_do_death(int objnum);
#ifdef dsx
namespace dsx {
void multi_make_ghost_player(playernum_t);
void multi_make_player_ghost(playernum_t);
}

View file

@ -1769,7 +1769,6 @@ window_event_result DoPlayerDead()
auto &plr = get_local_player();
if ( Game_mode&GM_MULTI )
{
multi_do_death(plr.objnum);
}
else
{ //Note link to above else!

View file

@ -1630,18 +1630,6 @@ window_event_result multi_message_input_sub(int key)
return window_event_result::ignored;
}
void multi_do_death(int)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// Do any miscellaneous stuff for a new network player after death
if (!(Game_mode & GM_MULTI_COOP))
{
auto &player_info = get_local_plrobj().ctype.player_info;
player_info.powerup_flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
}
}
namespace dsx {
namespace {