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Adjust how properties are handled in G_PlayerReborn a little.
For consistency, all conditionals are done when data is being preserved in local variables, not on write back to player struct.
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parent
c2183a626c
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1 changed files with 19 additions and 21 deletions
40
src/g_game.c
40
src/g_game.c
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@ -2286,12 +2286,22 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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skincolor = players[player].skincolor;
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skin = players[player].skin;
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fakeskin = players[player].fakeskin;
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lastfakeskin = players[player].lastfakeskin;
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// SRB2kart
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kartspeed = players[player].kartspeed;
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kartweight = players[player].kartweight;
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if (betweenmaps)
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{
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fakeskin = MAXSKINS;
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kartspeed = skins[players[player].skin].kartspeed;
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kartweight = skins[players[player].skin].kartweight;
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charflags = skins[players[player].skin].flags;
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}
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else
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{
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fakeskin = players[player].fakeskin;
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kartspeed = players[player].kartspeed;
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kartweight = players[player].kartweight;
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charflags = players[player].charflags;
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}
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lastfakeskin = players[player].lastfakeskin;
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followerready = players[player].followerready;
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followercolor = players[player].followercolor;
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@ -2299,8 +2309,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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availabilities = players[player].availabilities;
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charflags = players[player].charflags;
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followitem = players[player].followitem;
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bot = players[player].bot;
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@ -2417,10 +2425,13 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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// save player config truth reborn
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p->skincolor = skincolor;
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p->skin = skin;
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p->fakeskin = fakeskin;
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p->kartspeed = kartspeed;
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p->kartweight = kartweight;
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//
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p->charflags = charflags;
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p->lastfakeskin = lastfakeskin;
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p->availabilities = availabilities;
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p->followitem = followitem;
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@ -2441,19 +2452,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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p->botvars.rival = botrival;
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p->xtralife = xtralife;
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if (betweenmaps)
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{
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p->fakeskin = MAXSKINS;
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p->kartspeed = skins[p->skin].kartspeed;
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p->kartweight = skins[p->skin].kartweight;
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}
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else
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{
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p->fakeskin = fakeskin;
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}
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p->lastfakeskin = lastfakeskin;
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// SRB2kart
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p->itemroulette = itemroulette;
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p->roulettetype = roulettetype;
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