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:
parent
6a9444e5d6
commit
3ee3ac7b7a
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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!
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Reference in a new issue