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	Unarchive Lua variables *after* loading a level in a demo (fixes #284)
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					 1 changed files with 13 additions and 9 deletions
				
			
		|  | @ -3517,15 +3517,7 @@ void G_DoPlayDemoEx(const char *defdemoname, lumpnum_t deflumpnum) | |||
| 	} | ||||
| 
 | ||||
| 	// end of player read (the 0xFF marker)
 | ||||
| 	// so this is where we are to read our lua variables (if possible!)
 | ||||
| 	if (demoflags & DF_LUAVARS)	// again, used for compability, lua shit will be saved to replays regardless of if it's even been loaded
 | ||||
| 	{ | ||||
| 		if (!gL) // No Lua state! ...I guess we'll just start one...
 | ||||
| 			LUA_ClearState(); | ||||
| 
 | ||||
| 		// No modeattacking check, DF_LUAVARS won't be present here.
 | ||||
| 		LUA_UnArchive(&demobuf, false); | ||||
| 	} | ||||
| 	// see the DF_LUAVARS if later, though.
 | ||||
| 
 | ||||
| 	splitscreen = 0; | ||||
| 
 | ||||
|  | @ -3547,6 +3539,18 @@ void G_DoPlayDemoEx(const char *defdemoname, lumpnum_t deflumpnum) | |||
| 
 | ||||
| 	G_InitNew((demoflags & DF_ENCORE) != 0, gamemap, true, true); // Doesn't matter whether you reset or not here, given changes to resetplayer.
 | ||||
| 
 | ||||
| 	// so this is where we are to read our lua variables (if possible!)
 | ||||
| 	// we read it here because Lua player variables can have mobj references,
 | ||||
| 	// and not having the map loaded causes crashes if that's the case.
 | ||||
| 	if (demoflags & DF_LUAVARS)	// again, used for compability, lua shit will be saved to replays regardless of if it's even been loaded
 | ||||
| 	{ | ||||
| 		if (!gL) // No Lua state! ...I guess we'll just start one...
 | ||||
| 			LUA_ClearState(); | ||||
| 
 | ||||
| 		// No modeattacking check, DF_LUAVARS won't be present here.
 | ||||
| 		LUA_UnArchive(&demobuf, false); | ||||
| 	} | ||||
| 
 | ||||
| 	for (i = 0; i < numslots; i++) | ||||
| 	{ | ||||
| 		UINT8 j; | ||||
|  |  | |||
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