Restrict powerup repopulation for Multiplayer as well as sending and processing of inventory packets to NETSTAT_PLAYING consistently.
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@ -975,18 +975,22 @@ void multi_do_frame(void)
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multi_send_gmode_update();
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last_gmode_time = timer_query();
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}
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// Send out inventory three times per second
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if (timer_query() >= last_inventory_time + (F1_0/3))
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if (Network_status == NETSTAT_PLAYING)
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{
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multi_send_player_inventory(0);
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last_inventory_time = timer_query();
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// Send out inventory three times per second
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if (timer_query() >= last_inventory_time + (F1_0/3))
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{
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multi_send_player_inventory(0);
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last_inventory_time = timer_query();
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}
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// Repopulate the level if necessary
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if (timer_query() >= last_repo_time + (F1_0/2))
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{
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MultiLevelInv_Repopulate((F1_0/2));
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last_repo_time = timer_query();
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}
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}
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// Repopulate the level if necessary
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if (timer_query() >= last_repo_time + (F1_0/2))
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{
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MultiLevelInv_Repopulate((F1_0/2));
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last_repo_time = timer_query();
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}
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multi_send_message(); // Send any waiting messages
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@ -5131,7 +5135,7 @@ void MultiLevelInv_Recount()
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namespace dsx {
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bool MultiLevelInv_AllowSpawn(powerup_type_t powerup_type)
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{
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if ((Game_mode & GM_MULTI_COOP) || Control_center_destroyed || (Network_status == NETSTAT_ENDLEVEL))
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if ((Game_mode & GM_MULTI_COOP) || Control_center_destroyed || (Network_status != NETSTAT_PLAYING))
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return 0;
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int req_amount = 1; // required amount of item to drop a powerup.
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@ -5156,7 +5160,7 @@ bool MultiLevelInv_AllowSpawn(powerup_type_t powerup_type)
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// Repopulate the level with missing items.
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void MultiLevelInv_Repopulate(fix frequency)
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{
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if (!multi_i_am_master() || (Game_mode & GM_MULTI_COOP) || Control_center_destroyed || (Network_status == NETSTAT_ENDLEVEL))
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if (!multi_i_am_master() || (Game_mode & GM_MULTI_COOP) || Control_center_destroyed)
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return;
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MultiLevelInv_Recount(); // recount current items
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