When you are in multiplayer or single but with cooperative settings AND sv_samespawnspot is true it can happen that you are shot into a solid object (for example a tree or a torch) and you'll respawn into the solid object. I guess this is not the normal behaviour. It would be nice if the player was respawned at the start spot just like it happens when you die in an instant death sector.
Other problem is the following:
With the aforementioned dmflag set to true, if you step on an instant death floor, you'll be respawned to one of the player startspots.
But if it is set in acs by [wiki]Sector_SetDamage[/wiki] with very high (at least a value being higher than the actual amount of player's health) damage values i.e. 1000<= the player will respawn on the same place where there is the instant death floor. I think the player in this case should be respawned to one of the player start spots. These damaging floors are placed usually at the bottom of deep chasms, so the player is trapped.
My conception would be:
Somehow get the player's max health (I mean the max amount of health that (s)he can reach during the entire gameplay) and if the mapper sets a higher amount in acs then it could be regarded as an instant death floor so the player wouldn't be spawned to the same "instant" death floor.
Here is a demonstration wad:
Start it with the following command:
Code: Select all
zdoom floordamage.wad -iwad doom2.wad -host 1 -warp 1 +sv_samespawnspot 1 +sv_respawnprotect 1
