diff --git a/src/p_inter.c b/src/p_inter.c index abf33429f..486c39fb7 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -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) { diff --git a/src/p_setup.c b/src/p_setup.c index c0aa7ffa3..976d19190 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -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)); diff --git a/src/p_tick.c b/src/p_tick.c index a0f6edef9..cfdd54eb2 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -518,10 +518,7 @@ static inline void P_DoSpecialStageStuff(void) } } else - { sstimer = 0; - stagefailed = true; - } } } diff --git a/src/p_user.c b/src/p_user.c index b758cebe4..cdf8c246c 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -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.