Moves a player to a specified start position
| 2667 | |
| 2668 | // Moves a player to a specified start position |
| 2669 | void 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 |
| 2686 | void StartPlayerExplosion(int slot) { |
no test coverage detected