Do death animation even when MF2_DONTDRAW is set
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71a25eef92
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@ -3026,6 +3026,9 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
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P_ResetPlayer(player);
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P_ResetPlayer(player);
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if (!player->spectator)
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player->mo->flags2 &= ~MF2_DONTDRAW;
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P_SetPlayerMobjState(player->mo, player->mo->info->deathstate);
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P_SetPlayerMobjState(player->mo, player->mo->info->deathstate);
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if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
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if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
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{
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{
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@ -7563,8 +7563,6 @@ void P_MobjThinker(mobj_t *mobj)
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break;
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break;
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case MT_PLAYER:
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case MT_PLAYER:
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/// \todo Have the player's dead body completely finish its animation even if they've already respawned.
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/// \todo Have the player's dead body completely finish its animation even if they've already respawned.
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if (!(mobj->flags2 & MF2_DONTDRAW))
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{
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if (!mobj->fuse)
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if (!mobj->fuse)
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{ // Go away.
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{ // Go away.
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/// \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.
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/// \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.
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@ -7594,7 +7592,6 @@ void P_MobjThinker(mobj_t *mobj)
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else
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else
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P_SetObjectMomZ(mobj, -2 * FRACUNIT / 3, true);
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P_SetObjectMomZ(mobj, -2 * FRACUNIT / 3, true);
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}
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}
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}
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break;
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break;
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default:
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default:
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break;
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break;
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