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First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary.
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11 changed files with 46 additions and 19 deletions
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@ -2554,13 +2554,26 @@ void R_InitSkins(void)
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numskins = 0;
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}
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UINT32 R_GetSkinAvailabilities(void)
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{
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INT32 s;
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UINT32 response = 0;
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for (s = 0; s < MAXSKINS; s++)
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{
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if (!skins[s].availability || unlockables[skins[s].availability - 1].unlocked)
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response |= (1 << s);
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}
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return response;
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}
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// returns true if available in circumstances, otherwise nope
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// warning don't use with an invalid skinnum other than -1 which always returns true
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boolean R_SkinUnlock(INT32 skinnum)
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boolean R_SkinUnlock(INT32 playernum, INT32 skinnum)
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{
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return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
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|| (!skins[skinnum].availability)
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|| (unlockables[skins[skinnum].availability - 1].unlocked)
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|| ((playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked))
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|| (modeattacking) // If you have someone else's run you might as well take a look
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|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
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|| (netgame && !(server || adminplayer == consoleplayer) && (cv_forceskin.value == skinnum)) // Force 2.
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@ -2588,7 +2601,7 @@ void SetPlayerSkin(INT32 playernum, const char *skinname)
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INT32 i = R_SkinAvailable(skinname);
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player_t *player = &players[playernum];
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if ((i != -1) && (!P_IsLocalPlayer(player) || R_SkinUnlock(i)))
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if ((i != -1) && R_SkinUnlock(playernum, i))
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{
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SetPlayerSkinByNum(playernum, i);
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return;
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@ -2610,8 +2623,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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skin_t *skin = &skins[skinnum];
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UINT8 newcolor = 0;
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if ((skinnum >= 0 && skinnum < numskins) // Make sure it exists!
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&& (!P_IsLocalPlayer(player) || R_SkinUnlock(skinnum))) // ...but is it allowed? We must always allow external players to change skin. The server should vet that...
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if (skinnum >= 0 && skinnum < numskins && R_SkinUnlock(playernum, skinnum)) // Make sure it exists!
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{
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player->skin = skinnum;
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