MCPcopy Create free account
hub / github.com/DescentDevelopers/Descent3 / PlayerMoveToStartPos

Function PlayerMoveToStartPos

Descent3/Player.cpp:2669–2683  ·  view source on GitHub ↗

Moves a player to a specified start position

Source from the content-addressed store, hash-verified

2667
2668// Moves a player to a specified start position
2669void PlayerMoveToStartPos(int player_slot, int start_slot) {
2670 object *playobj = &Objects[Players[player_slot].objnum];
2671
2672 if (start_slot >= 0) // Non autowaypoint
2673 {
2674 Players[player_slot].current_auto_waypoint_room = -1;
2675 ObjSetPos(playobj, &Players[start_slot].start_pos, Players[start_slot].start_roomnum,
2676 &Players[start_slot].start_orient, true);
2677 } else {
2678 // Do autowaypoint stuff
2679 int waypointnum = (-start_slot) + 1;
2680 Players[player_slot].current_auto_waypoint_room = waypointnum;
2681 MovePlayerToWaypoint(playobj);
2682 }
2683}
2684
2685// Force player to explode (this should be called to intercept the death sequencer's control of explosions
2686void StartPlayerExplosion(int slot) {

Callers 6

MultiDoPlayerFunction · 0.85
MultiDoPlayerEnteredGameFunction · 0.85
MultiDoDoneWorldStatesFunction · 0.85
MultiDoRenewPlayerFunction · 0.85
MultiDoObserverChangeFunction · 0.85
MultiDoServerFrameFunction · 0.85

Calls 2

ObjSetPosFunction · 0.85
MovePlayerToWaypointFunction · 0.85

Tested by

no test coverage detected