diff --git a/src/p_inter.c b/src/p_inter.c index 569567379..3aed35f84 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -3026,6 +3026,9 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) P_ResetPlayer(player); + if (!player->spectator) + player->mo->flags2 &= ~MF2_DONTDRAW; + P_SetPlayerMobjState(player->mo, player->mo->info->deathstate); if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { diff --git a/src/p_mobj.c b/src/p_mobj.c index 65d8bede6..776495ccd 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -7563,38 +7563,35 @@ void P_MobjThinker(mobj_t *mobj) break; case MT_PLAYER: /// \todo Have the player's dead body completely finish its animation even if they've already respawned. - if (!(mobj->flags2 & MF2_DONTDRAW)) - { - if (!mobj->fuse) - { // Go away. - /// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it. - mobj->momz = 0; - if (mobj->player) - mobj->flags2 |= MF2_DONTDRAW; - else // safe to remove, nobody's going to complain! - { - P_RemoveMobj(mobj); - return; - } - } - else // Apply gravity to fall downwards. + if (!mobj->fuse) + { // Go away. + /// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it. + mobj->momz = 0; + if (mobj->player) + mobj->flags2 |= MF2_DONTDRAW; + else // safe to remove, nobody's going to complain! { - if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE)) - { - fixed_t r = mobj->radius>>FRACBITS; - mobj_t *explosion = P_SpawnMobj( - mobj->x + (P_RandomRange(r, -r)<y + (P_RandomRange(r, -r)<z + (P_RandomKey(mobj->height>>FRACBITS)<movedir == DMG_DROWNED) - P_SetObjectMomZ(mobj, -FRACUNIT/2, true); // slower fall from drowning - else - P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true); + P_RemoveMobj(mobj); + return; } } + else // Apply gravity to fall downwards. + { + if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE)) + { + fixed_t r = mobj->radius >> FRACBITS; + mobj_t *explosion = P_SpawnMobj( + mobj->x + (P_RandomRange(r, -r) << FRACBITS), + mobj->y + (P_RandomRange(r, -r) << FRACBITS), + mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS), + MT_BOSSEXPLODE); + S_StartSound(explosion, sfx_cybdth); + } + if (mobj->movedir == DMG_DROWNED) + P_SetObjectMomZ(mobj, -FRACUNIT / 2, true); // slower fall from drowning + else + P_SetObjectMomZ(mobj, -2 * FRACUNIT / 3, true); + } break; default: break;