From 3d65b9a1f8b559480af565d8ac81f8bd9972ce5a Mon Sep 17 00:00:00 2001 From: NepDisk <16447892+NepDisk@users.noreply.github.com> Date: Mon, 7 Oct 2024 21:45:15 -0400 Subject: [PATCH] fix bumpers on map spawn, Remove invincibility during comeback --- src/k_kart.c | 2 -- src/p_mobj.c | 11 ++--------- 2 files changed, 2 insertions(+), 11 deletions(-) diff --git a/src/k_kart.c b/src/k_kart.c index 4d10d76a5..01552eb55 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -3382,8 +3382,6 @@ void K_HandleBumperChanges(player_t *player, UINT8 prevBumpers) if (player->bumper > 0 && prevBumpers == 0) { - K_DoInvincibility(player, 8 * TICRATE); - if (netgame) { CONS_Printf(M_GetText("%s is back in the game!\n"), player_names[player-players]); diff --git a/src/p_mobj.c b/src/p_mobj.c index 1aab374d1..c0b24c609 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -10819,15 +10819,8 @@ void P_SpawnPlayer(INT32 playernum) { if ((leveltime < starttime) || (pcount <= 1)) // Start of the map? { - if (leveltime > 2) // Reset those bumpers! - { - p->bumper = K_StartingBumperCount(); - K_SpawnPlayerBattleBumpers(p); - } - else // temp, will get overwritten in K_BattleInit - { - p->bumper = 1; - } + p->bumper = K_StartingBumperCount(); + K_SpawnPlayerBattleBumpers(p); } } else if (p->bumper <= 0)