Only respawn when the player presses a fire key/button (primary,
secondary, or flare). Only clear primary, second, flare, and bomb when
respawning. This allows dead players to use the automap or change their
camera views.
This is a necessary step to flushing only the firing inputs on respawn,
as requested by Mako88 in
<https://github.com/dxx-rebirth/dxx-rebirth/issues/104>. Currently,
inputs are flushed again by the activation of the game window, so
respawn still flushes all inputs.
#1 0x00005555555cee19 in game_flush_inputs () at similar/main/game.cpp:374
#2 game_handler (event=...) at similar/main/game.cpp:1114
#3 0x0000555555576113 in window_send_event (wind=..., event=...) at common/arch/sdl/window.cpp:208
#4 0x000055555557627b in WINDOW_SEND_EVENT (file=0x5555556dc126 "common/arch/sdl/window.cpp", e=0x5555556dc141 "EVENT_WINDOW_ACTIVATED", line=179, event=..., w=...) at common/include/window.h:111
#5 window_set_visible (w=..., visible=visible@entry=1) at common/arch/sdl/window.cpp:179
#6 0x00005555555e90f5 in window_set_visible (visible=1, wind=<optimized out>) at common/include/window.h:90
#7 DoPlayerDead () at similar/main/gameseq.cpp:1479
#8 0x000055555563ed65 in dead_player_frame () at similar/main/object.cpp:1486
#9 0x00005555555cf4df in GameProcessFrame () at similar/main/game.cpp:1329
#10 game_handler (event=...) at similar/main/game.cpp:1157
In every case but one, create_shortpos was called with a constant flag
equal to words_bigendian. The demo system called it with a constant 0.
Split create_shortpos into create_shortpos_little and
create_shortpos_native. Use create_shortpos_native for the demo system,
and create_shortpos_little everywhere else.
clang whines that static_assert(A && B) uses && with a constant operand,
but this is necessary and correct, because static_assert only takes
compile-time constant expressions. However, !!A && !!B does not warn.
Switch to !!A && !!B to silence the clang whining.
similar/main/collide.cpp:2566:63: warning: use of logical '&&' with constant operand [-Wconstant-logical-operand]
static_assert(collision_result_t<OBJ_WALL, OBJ_ROBOT>::value && collision_result_t<OBJ_ROBOT, OBJ_WALL>::value, "OBJ_WALL" " " "OBJ_ROBOT");