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Fix writing followers into demos
Does not require a demoversion bump, was a plain mistake in write condition. Previously dependent on whether the memory of `player->follower` - a mobj_t reference - was nonzero, instead of the actual followerskin ID. We essentially got REALLY lucky that TA properly saved 'em currently so we don't have to do a ton of hex editing just to make them visible again
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1 changed files with 3 additions and 6 deletions
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@ -2231,13 +2231,10 @@ void G_BeginRecording(void)
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demobuf.p += copy_fixed_buf(demobuf.p, skincolors[player->skincolor].name, g_buffer_sizes.color_name);
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// Save follower's skin name
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// PS: We must check for 'follower' to determine if the followerskin is valid. It's going to be 0 if we don't have a follower, but 0 is also absolutely a valid follower!
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// Doesn't really matter if the follower mobj is valid so long as it exists in a way or another.
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if (player->follower)
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demobuf.p += copy_fixed_buf(demobuf.p, followers[player->followerskin].name, g_buffer_sizes.skin_name);
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if (player->followerskin == -1)
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demobuf.p += copy_fixed_buf(demobuf.p, "None", g_buffer_sizes.skin_name);
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else
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demobuf.p += copy_fixed_buf(demobuf.p, "None", g_buffer_sizes.skin_name); // Say we don't have one, then.
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demobuf.p += copy_fixed_buf(demobuf.p, followers[player->followerskin].name, g_buffer_sizes.skin_name);
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// Save follower's colour
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for (j = (numskincolors+2)-1; j > 0; j--)
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