Minor cockup with availability handling not being updated when I changed how it worked.

This commit is contained in:
toasterbabe 2016-07-14 17:10:17 +01:00
parent b8fe20a086
commit 9b68da63de

View file

@ -2344,7 +2344,7 @@ void R_InitSkins(void)
boolean R_SkinUnlock(INT32 skinnum)
{
return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
|| (skins[skinnum].availability == 0)
|| (!skins[skinnum].availability)
|| (unlockables[skins[skinnum].availability - 1].unlocked)
|| (modeattacking) // If you have someone else's run you might as well take a look
|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
@ -2719,7 +2719,7 @@ next_token:
R_FlushTranslationColormapCache();
if (skin->availability == 2) // Safe to print...
if (!skin->availability) // Safe to print...
CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name);
#ifdef SKINVALUES
skin_cons_t[numskins].value = numskins;