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Don't save Luavars in record attack, especially not for ghosts
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parent
d0b4f8765d
commit
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1 changed files with 7 additions and 3 deletions
10
src/g_game.c
10
src/g_game.c
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@ -6368,7 +6368,9 @@ void G_BeginRecording(void)
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demoflags |= DF_ENCORE;
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#ifdef HAVE_BLUA
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demoflags |= DF_LUAVARS;
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if (!modeattacking) // Ghosts don't read luavars, and you shouldn't ever need to save Lua in replays, you doof!
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// SERIOUSLY THOUGH WHY WOULD YOU LOAD HOSTMOD AND RECORD A GHOST WITH IT !????
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demoflags |= DF_LUAVARS;
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#endif
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// Setup header.
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@ -6474,8 +6476,9 @@ void G_BeginRecording(void)
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WRITEUINT8(demo_p, 0xFF); // Denote the end of the player listing
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#ifdef HAVE_BLUA
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// player lua vars, always saved even if empty
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LUA_ArchiveDemo();
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// player lua vars, always saved even if empty... Unless it's record attack.
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if (!modeattacking)
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LUA_ArchiveDemo();
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#endif
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memset(&oldcmd,0,sizeof(oldcmd));
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@ -7543,6 +7546,7 @@ void G_DoPlayDemo(char *defdemoname)
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if (!gL) // No Lua state! ...I guess we'll just start one...
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LUA_ClearState();
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// No modeattacking check, DF_LUAVARS won't be present here.
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LUA_UnArchiveDemo();
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}
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#endif
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