* Fix "exitlevel" being counted as a special stage success despite not giving you an emerald by inverting stagefailed's default value, since there's only a limited number of ways you can WIN at a special stage.

* Correct a potential source of desync in P_GiveEmerald.
This commit is contained in:
toaster 2019-07-30 16:44:40 +01:00
parent b77780e1e7
commit 18e43a5cef
4 changed files with 34 additions and 11 deletions

View File

@ -670,7 +670,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_DoMatchSuper(player);
}
else
{
emeralds |= special->info->speed;
stagefailed = false;
}
if (special->target && special->target->type == MT_EMERALDSPAWN)
{

View File

@ -2215,7 +2215,7 @@ static void P_LevelInitStuff(void)
ssspheres = timeinmap = 0;
// special stage
stagefailed = false;
stagefailed = true; // assume failed unless proven otherwise - P_GiveEmerald or emerald touchspecial
// Reset temporary record data
memset(&ntemprecords, 0, sizeof(nightsdata_t));

View File

@ -518,10 +518,7 @@ static inline void P_DoSpecialStageStuff(void)
}
}
else
{
sstimer = 0;
stagefailed = true;
}
}
}

View File

@ -302,15 +302,39 @@ void P_GiveEmerald(boolean spawnObj)
S_StartSound(NULL, sfx_cgot); // Got the emerald!
emeralds |= (1 << em);
stagefailed = false;
if (spawnObj && playeringame[consoleplayer])
if (spawnObj)
{
// The Chaos Emerald begins to orbit us!
// Only give it to ONE person!
mobj_t *emmo = P_SpawnMobjFromMobj(players[consoleplayer].mo, 0, 0, players[consoleplayer].mo->height, MT_GOTEMERALD);
P_SetTarget(&emmo->target, players[consoleplayer].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
P_SetTarget(&players[consoleplayer].mo->tracer, emmo);
// Only visibly give it to ONE person!
UINT8 i, pnum = ((playeringame[consoleplayer]) && (!players[consoleplayer].spectator) && (players[consoleplayer].mo)) ? consoleplayer : 255;
for (i = 0; i < MAXPLAYERS; i++)
{
mobj_t *emmo;
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
if (!players[i].mo)
continue;
emmo = P_SpawnMobjFromMobj(players[i].mo, 0, 0, players[i].mo->height, MT_GOTEMERALD);
P_SetTarget(&emmo->target, players[i].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
P_SetTarget(&players[i].mo->tracer, emmo);
if (pnum == 255)
{
i = pnum;
continue;
}
if (i == pnum)
continue;
emmo->flags2 |= MF2_DONTDRAW;
}
}
}
@ -615,7 +639,6 @@ static void P_DeNightserizePlayer(player_t *player)
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
players[i].nightstime = 1; // force everyone else to fall too.
player->exiting = 3*TICRATE;
stagefailed = true; // NIGHT OVER
// If you screwed up, kiss your score and ring bonus goodbye.
// But only do this in special stage (and instakill!) In regular stages, wait til we hit the ground.