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Minor cockup with availability handling not being updated when I changed how it worked.
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1 changed files with 2 additions and 2 deletions
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@ -2344,7 +2344,7 @@ void R_InitSkins(void)
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boolean R_SkinUnlock(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 == 0)
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|| (!skins[skinnum].availability)
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|| (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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@ -2719,7 +2719,7 @@ next_token:
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R_FlushTranslationColormapCache();
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if (skin->availability == 2) // Safe to print...
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if (!skin->availability) // Safe to print...
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CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name);
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#ifdef SKINVALUES
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skin_cons_t[numskins].value = numskins;
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