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Fix cursor defaulting to profile values instead of last used values when changing characters mid-game
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348dab6fe2
commit
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1 changed files with 33 additions and 3 deletions
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@ -2175,6 +2175,34 @@ static void M_SetupProfileGridPos(setup_player_t *p)
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}
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}
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static void M_SetupMidGameGridPos(setup_player_t *p, UINT8 num)
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{
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INT32 i;
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// While we're here, read follower values.
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p->followern = cv_follower[num].value;
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p->followercolor = cv_followercolor[num].value;
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// Now position the grid for skin
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for (i = 0; i < numskins; i++)
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{
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if (!(strcmp(cv_skin[num].zstring, skins[i].name)))
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{
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INT32 alt = 0; // Hey it's my character's name!
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p->gridx = skins[i].kartspeed-1;
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p->gridy = skins[i].kartweight-1;
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// Now this put our cursor on the good alt
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while (setup_chargrid[p->gridx][p->gridy].skinlist[alt] != i)
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alt++;
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p->clonenum = alt;
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p->color = cv_playercolor[num].value;
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return; // we're done here
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}
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}
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}
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void M_CharacterSelectInit(void)
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{
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@ -2250,13 +2278,15 @@ void M_CharacterSelectInit(void)
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{
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setup_player[j].profilen = optionsmenu.profilen;
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PR_ApplyProfileLight(setup_player[j].profilen, 0);
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M_SetupProfileGridPos(&setup_player[j]);
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}
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else // gamestate != GS_MENU, in that case, assume this is whatever profile we chose to play with.
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{
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setup_player[j].profilen = cv_lastprofile[j].value;
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// Don't reapply the profile here, it was already applied.
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M_SetupMidGameGridPos(&setup_player[j], j);
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}
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M_SetupProfileGridPos(&setup_player[j]);
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// Don't reapply the profile here, it was already applied.
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setup_player[j].mdepth = CSSTEP_CHARS;
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}
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}
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