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CL_ClearPlayer, G_PlayerReborn: clear powerup.barrier
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2 changed files with 2 additions and 0 deletions
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@ -2564,6 +2564,7 @@ void CL_ClearPlayer(INT32 playernum)
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// TODO: Any better handling in store?
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// TODO: Any better handling in store?
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P_SetTarget(&players[playernum].flickyAttacker, NULL);
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P_SetTarget(&players[playernum].flickyAttacker, NULL);
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P_SetTarget(&players[playernum].powerup.flickyController, NULL);
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P_SetTarget(&players[playernum].powerup.flickyController, NULL);
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P_SetTarget(&players[playernum].powerup.barrier, NULL);
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// These are camera items and possibly belong to multiple players.
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// These are camera items and possibly belong to multiple players.
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P_SetTarget(&players[playernum].skybox.viewpoint, NULL);
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P_SetTarget(&players[playernum].skybox.viewpoint, NULL);
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@ -2256,6 +2256,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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P_SetTarget(&players[player].awayview.mobj, NULL);
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P_SetTarget(&players[player].awayview.mobj, NULL);
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P_SetTarget(&players[player].flickyAttacker, NULL);
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P_SetTarget(&players[player].flickyAttacker, NULL);
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P_SetTarget(&players[player].powerup.flickyController, NULL);
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P_SetTarget(&players[player].powerup.flickyController, NULL);
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P_SetTarget(&players[player].powerup.barrier, NULL);
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// The following pointers are safe to set directly, because the end goal should be refcount consistency before and after remanifestation.
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// The following pointers are safe to set directly, because the end goal should be refcount consistency before and after remanifestation.
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ringShooter = players[player].ringShooter;
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ringShooter = players[player].ringShooter;
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