This post has been edited by dpax: 06 November 2013 - 02:45 PM
player.c
// Unload it all mofo if drugged up
if (aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON || aplWeaponWorksLike[p->curr_weapon][snum] == PISTOL_WEAPON)
{
if(p->steroids_amount > 0 && p->steroids_amount < 400)
{
P_FireWeapon(p);
P_DoWeaponSpawn(p);
}
}
premap.c
i = headspritestat[STAT_PLAYER];
// Got make sure we handle multiple players when a map fails to have multiple spawn points
if(nextspritestat[i] < 0)
{
// Hack in second player on same spawn point
if(ud.multimode > 1)
{
A_InsertSprite(g_player[1].ps->cursectnum,g_player[1].ps->posx,
g_player[1].ps->posy,g_player[1].ps->posz,
APLAYER,0,0,0,g_player[1].ps->ang,0,0,0,10);
}
}
// Reset this
i = headspritestat[STAT_PLAYER];
game.c
void Net_SendSuicide()
{
int i;
if(numplayers > 1)
{
// Self death and drug loss
A_PlaySound(DUKE_PISSRELIEF, g_player[myconnectindex].ps->i);
g_player[myconnectindex].ps->steroids_amount = 0;
sprite[g_player[myconnectindex].ps->i].extra = 0;
buf[0] = PACKET_TYPE_SUICIDE;
buf[1] = myconnectindex;
TRAVERSE_CONNECT(i)
{
if (i != myconnectindex)
sendpacket(i, &buf[0], 2);
if ((!g_networkBroadcastMode) && (myconnectindex != connecthead))
break; //slaves in M/S mode only send to master
}
}
}

DavoX, on 25 November 2013 - 05:28 AM, said:
Micky C, on 25 November 2013 - 05:32 AM, said:
This post has been edited by Scott_AW: 25 November 2013 - 07:17 PM
Scott_AW, on 25 November 2013 - 07:16 PM, said:
This post has been edited by Scott_AW: 27 November 2013 - 11:30 AM
Artem Nevinchany, on 27 November 2013 - 11:21 AM, said:
Artem Nevinchany, on 27 November 2013 - 11:21 AM, said:

Scott_AW, on 25 November 2013 - 07:16 PM, said:
Gambini, on 27 November 2013 - 04:22 PM, said:
This post has been edited by Norvak: 28 November 2013 - 01:02 PM


This post has been edited by Commando Nukem: 30 November 2013 - 03:15 AM