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G_PlayerReborn: always clear nocontrol
Fault behavior relies on nocontrol. If you were able to spectate and rejoin after faulting, you would be caught in a state of nocontrol == UINT16_MAX with no way out.
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1 changed files with 0 additions and 4 deletions
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@ -2121,7 +2121,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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INT32 itemtype;
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INT32 itemamount;
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INT32 growshrinktimer;
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UINT16 nocontrol;
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INT32 khudfault;
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INT32 kickstartaccel;
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INT32 checkpointId;
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@ -2227,7 +2226,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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spheres = 0;
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kickstartaccel = 0;
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khudfault = 0;
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nocontrol = 0;
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laps = 0;
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latestlap = 0;
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lapPoints = 0;
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@ -2265,7 +2263,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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kickstartaccel = players[player].kickstartaccel;
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khudfault = players[player].karthud[khud_fault];
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nocontrol = players[player].nocontrol;
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laps = players[player].laps;
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latestlap = players[player].latestlap;
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@ -2397,7 +2394,6 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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p->eggmanblame = -1;
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p->lastdraft = -1;
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p->karthud[khud_fault] = khudfault;
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p->nocontrol = nocontrol;
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p->kickstartaccel = kickstartaccel;
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p->checkpointId = checkpointId;
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