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* Fixes forceskin causing desynchronisations, baby! Checks only when attempting to send.
* Makes the forceskin print more consistent with the skin print. * Disabled the printing of availabilities.
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parent
0060caaf1a
commit
87ba3411a4
3 changed files with 12 additions and 7 deletions
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@ -1361,6 +1361,16 @@ static void CV_SetCVar(consvar_t *var, const char *value, boolean stealth)
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return;
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}
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if (var == &cv_forceskin)
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{
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INT32 skin = R_SkinAvailable(value);
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if ((stricmp(value, "None")) && ((skin == -1) || !R_SkinUnlock(-1, skin)))
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{
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CONS_Printf("Please provide a valid skin name (\"None\" disables).\n");
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return;
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}
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}
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// Only add to netcmd buffer if in a netgame, otherwise, just change it.
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if (netgame || multiplayer)
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{
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@ -1407,12 +1417,8 @@ static void CV_SetValueMaybeStealth(consvar_t *var, INT32 value, boolean stealth
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if (var == &cv_forceskin) // Special handling.
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{
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if ((server || adminplayer == consoleplayer) && ((value < 0) || (value >= numskins) || !(R_SkinUnlock(-1, cv_forceskin.value))))
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{
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CONS_Printf("Please provide a valid skin name (\"None\" disables).\n");
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if ((value < 0) || (value >= numskins))
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sprintf(val, "None");
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value = -1;
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}
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else
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sprintf(val, "%s", skins[value].name);
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}
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@ -4056,7 +4056,7 @@ static void ForceSkin_OnChange(void)
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CONS_Printf("The server has lifted the forced skin restrictions.\n");
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else
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{
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CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].realname);
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CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].name);
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ForceAllSkins(cv_forceskin.value);
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}
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}
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@ -2622,7 +2622,6 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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player_t *player = &players[playernum];
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skin_t *skin = &skins[skinnum];
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UINT8 newcolor = 0;
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CONS_Printf("%d - %d\n", playernum, player->availabilities);
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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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