Allow item respawn in co-op again
Why was it even disabled anyway.
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@ -3907,13 +3907,17 @@ void D_GameTypeChanged(INT32 lastgametype)
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// There will always be a server, and this only needs to be done once.
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// There will always be a server, and this only needs to be done once.
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if (server && (multiplayer || netgame))
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if (server && (multiplayer || netgame))
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{
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{
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if (gametype == GT_COMPETITION || gametype == GT_COOP)
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if (gametype == GT_COMPETITION)
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CV_SetValue(&cv_itemrespawn, 0);
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CV_SetValue(&cv_itemrespawn, 0);
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else if (!cv_itemrespawn.changed)
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else if (!cv_itemrespawn.changed || lastgametype == GT_COMPETITION)
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CV_SetValue(&cv_itemrespawn, 1);
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CV_SetValue(&cv_itemrespawn, 1);
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switch (gametype)
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switch (gametype)
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{
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{
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case GT_COOP:
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if (!cv_itemrespawntime.changed)
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CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
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break;
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case GT_MATCH:
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case GT_MATCH:
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case GT_TEAMMATCH:
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case GT_TEAMMATCH:
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if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
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if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
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@ -2392,7 +2392,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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{
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{
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P_SetTarget(&target->target, source);
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P_SetTarget(&target->target, source);
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source->player->numboxes++;
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source->player->numboxes++;
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if ((cv_itemrespawn.value && gametype != GT_COOP && (modifiedgame || netgame || multiplayer)))
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if (cv_itemrespawn.value && (modifiedgame || netgame || multiplayer))
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target->fuse = cv_itemrespawntime.value*TICRATE + 2; // Random box generation
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target->fuse = cv_itemrespawntime.value*TICRATE + 2; // Random box generation
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}
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}
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@ -11011,7 +11011,6 @@ void P_RespawnSpecials(void)
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// only respawn items when cv_itemrespawn is on
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// only respawn items when cv_itemrespawn is on
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if (!(netgame || multiplayer) // Never respawn in single player
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if (!(netgame || multiplayer) // Never respawn in single player
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|| gametype == GT_COOP // Never respawn in co-op gametype
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|| !cv_itemrespawn.value) // cvar is turned off
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|| !cv_itemrespawn.value) // cvar is turned off
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return;
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return;
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