Delete multi_do_death
It is not needed. Deathmatch players never lose their keys, so there is no need to reapply them.
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@ -483,11 +483,6 @@ void multi_prep_level_objects(const d_vclip_array &Vclip);
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void multi_prep_level_player();
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void multi_prep_level_player();
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void multi_leave_game(void);
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void multi_leave_game(void);
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void multi_process_bigdata(playernum_t pnum, const uint8_t *buf, uint_fast32_t len);
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void multi_process_bigdata(playernum_t pnum, const uint8_t *buf, uint_fast32_t len);
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}
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#endif
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void multi_do_death(int objnum);
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#ifdef dsx
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namespace dsx {
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void multi_make_ghost_player(playernum_t);
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void multi_make_ghost_player(playernum_t);
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void multi_make_player_ghost(playernum_t);
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void multi_make_player_ghost(playernum_t);
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}
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}
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@ -1769,7 +1769,6 @@ window_event_result DoPlayerDead()
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auto &plr = get_local_player();
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auto &plr = get_local_player();
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if ( Game_mode&GM_MULTI )
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if ( Game_mode&GM_MULTI )
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{
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{
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multi_do_death(plr.objnum);
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}
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}
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else
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else
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{ //Note link to above else!
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{ //Note link to above else!
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@ -1630,18 +1630,6 @@ window_event_result multi_message_input_sub(int key)
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return window_event_result::ignored;
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return window_event_result::ignored;
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}
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}
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void multi_do_death(int)
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vmobjptr = Objects.vmptr;
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// Do any miscellaneous stuff for a new network player after death
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if (!(Game_mode & GM_MULTI_COOP))
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{
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auto &player_info = get_local_plrobj().ctype.player_info;
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player_info.powerup_flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
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}
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}
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namespace dsx {
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namespace dsx {
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namespace {
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namespace {
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