fixed : second local player death

origin
stpohle 19 years ago
parent 164d9f7df6
commit 0a12d1dbe0

@ -1,4 +1,4 @@
/* $Id: player.c,v 1.103 2006/08/15 15:58:39 stpohle Exp $ /* $Id: player.c,v 1.104 2006/08/20 20:01:15 stpohle Exp $
* player.c - everything what have to do with the player */ * player.c - everything what have to do with the player */
#include <SDL.h> #include <SDL.h>
@ -546,7 +546,7 @@ get_player_on (float x, float y, int pl_nr[])
void void
player_died (_player * player, signed char dead_by, int network) player_died (_player * player, signed char dead_by, int network)
{ {
if (PS_IS_netplayer (player->state) && network == 0) if ((player - players) != bman.p_nr && (player - players) != bman.p2_nr && PS_IS_netplayer (player->state) && network == 0)
return; return;
// player die ! // player die !
@ -901,7 +901,7 @@ void player_checkdeath (int pnr) {
if (map.state == MS_normal && bman.gametype == GT_deathmatch if (map.state == MS_normal && bman.gametype == GT_deathmatch
&& PS_IS_dead (player->state) && player->frame >= gfx.dead.frames) { && PS_IS_dead (player->state) && player->frame >= gfx.dead.frames) {
/* check new position */ /* check new position */
d_printf ("Respawn for player %s\n", player->name); d_printf ("player_checkdeath: Respawn for player %s\n", player->name);
player->pos.x = -1; player->pos.x = -1;
player->pos.y = -1; player->pos.y = -1;

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