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One line fix: don't assume 0 (aka SPR2_STND) is the default value for sprite2, but rather what the state sets for it
This fixes some issues with a custom character tested during netplay, which did not have SPR2_WAIT sprites and therefore fell back to SPR2_STND sprites. Unfortunately, the fact they used SPR2_STND instead meant the sprite2 was not synced at all!
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1 changed files with 1 additions and 1 deletions
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@ -1406,7 +1406,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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diff |= MD_TICS;
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diff |= MD_TICS;
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if (mobj->sprite != mobj->state->sprite)
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if (mobj->sprite != mobj->state->sprite)
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diff |= MD_SPRITE;
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diff |= MD_SPRITE;
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if (mobj->sprite == SPR_PLAY && mobj->sprite2 != 0)
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if (mobj->sprite == SPR_PLAY && mobj->sprite2 != (mobj->state->frame&FF_FRAMEMASK))
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diff |= MD_SPRITE;
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diff |= MD_SPRITE;
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if (mobj->frame != mobj->state->frame)
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if (mobj->frame != mobj->state->frame)
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diff |= MD_FRAME;
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diff |= MD_FRAME;
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