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The "forcecharacter" level header now allows for hidden characters.
Also, new default for revitem to match player.dta, and an updated Force Skin netgame option name to reflect the fact it's string based now.
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2 changed files with 4 additions and 3 deletions
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@ -1343,7 +1343,7 @@ static menuitem_t OP_NetgameOptionsMenu[] =
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{IT_STRING | IT_CVAR, NULL, "Sudden Death", &cv_suddendeath, 90},
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{IT_STRING | IT_CVAR, NULL, "Player respawn delay", &cv_respawntime, 98},
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{IT_STRING | IT_CVAR, NULL, "Force Skin #", &cv_forceskin, 114},
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{IT_STRING | IT_CVAR, NULL, "Force Skin", &cv_forceskin, 114},
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{IT_STRING | IT_CVAR, NULL, "Restrict skin changes", &cv_restrictskinchange, 122},
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{IT_STRING | IT_CVAR, NULL, "Autobalance Teams", &cv_autobalance, 138},
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@ -2308,7 +2308,7 @@ static void Sk_SetDefaultValue(skin_t *skin)
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skin->thokitem = -1;
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skin->spinitem = -1;
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skin->revitem = -1;
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skin->revitem = 0;
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skin->highresscale = FRACUNIT>>1;
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@ -2345,7 +2345,8 @@ boolean R_SkinUnlock(INT32 skinnum)
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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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|| (modeattacking) // If you have someone else's run you might as well take a look
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|| ((netgame) && (cv_forceskin.value == skinnum)) // Forceskin is weak
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|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
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|| ((netgame) && (cv_forceskin.value == skinnum)) // Force 2.
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);
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}
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