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Assign a server player in replays for Lua purposes
Unfortunately this doesn't seem to help sync much. It at least prevents constant Lua errors I guess....
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766ceabf91
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2 changed files with 4 additions and 2 deletions
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@ -9812,7 +9812,7 @@ static inline int lib_getenum(lua_State *L)
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lua_pushinteger(L, mapmusflags);
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lua_pushinteger(L, mapmusflags);
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return 1;
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return 1;
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} else if (fastcmp(word,"server")) {
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} else if (fastcmp(word,"server")) {
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if ((!multiplayer || !netgame) && !playeringame[serverplayer])
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if ((!multiplayer || !(netgame || demoplayback)) && !playeringame[serverplayer])
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return 0;
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return 0;
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LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
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LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
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return 1;
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return 1;
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@ -6847,6 +6847,8 @@ void G_DoPlayDemo(char *defdemoname)
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// Load players that were in-game when the map started
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// Load players that were in-game when the map started
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p = READUINT8(demo_p);
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p = READUINT8(demo_p);
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secondarydisplayplayer = thirddisplayplayer = fourthdisplayplayer = INT32_MAX;
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while (p != 0xFF)
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while (p != 0xFF)
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{
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{
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spectator = false;
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spectator = false;
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@ -6857,7 +6859,7 @@ void G_DoPlayDemo(char *defdemoname)
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slots[numslots] = p; numslots++;
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slots[numslots] = p; numslots++;
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if (!playeringame[displayplayer] || players[displayplayer].spectator)
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if (!playeringame[displayplayer] || players[displayplayer].spectator)
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displayplayer = consoleplayer = secondarydisplayplayer = thirddisplayplayer = fourthdisplayplayer = p;
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displayplayer = consoleplayer = serverplayer = p;
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/*else if (!spectator && splitscreen < 3) {
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/*else if (!spectator && splitscreen < 3) {
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if (splitscreen == 0) {
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if (splitscreen == 0) {
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splitscreen = 1;
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splitscreen = 1;
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