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- Fixed: CopyPlayer must recheck the skin, since the value stored in the savegame is only used
for bots. Mainly, what this means is that if the player is using the "Base" skin, they will get their class-appropriate skin instead of skin 0 if this save is loaded before any other game has started. SVN r3474 (trunk)
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@ -281,6 +281,9 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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{
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dst->userinfo = uibackup;
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}
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// Validate the skin
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dst->userinfo.skin = R_FindSkin(skins[dst->userinfo.skin].name, dst->CurrentPlayerClass);
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// Make sure the player pawn points to the proper player struct.
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if (dst->mo != NULL)
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{
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