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Fixed: CheckPlayerCamera not sync safe
- If a player is spying through another player, CheckPlayerCamera will return the TID of the player you are "spying", but as coopspy isn't a net command, this wont be reflected by all nodes. So to fix this, CheckPlayerCamera now returns -1 if a player's camera is that of any player at all. (thanks edward850)
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aac0de3e48
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2 changed files with 2 additions and 2 deletions
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@ -8394,7 +8394,7 @@ scriptwait:
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{
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{
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int playernum = STACK(1);
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int playernum = STACK(1);
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if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL)
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if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL || players[playernum].camera->player != NULL)
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{
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{
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STACK(1) = -1;
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STACK(1) = -1;
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}
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}
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@ -4935,7 +4935,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(tics_to_set, 0);
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ACTION_PARAM_INT(tics_to_set, 0);
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if (stateowner != self && self->player != NULL)
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if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)))
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{ // Is this a weapon? Need to check psp states for a match, then. Blah.
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{ // Is this a weapon? Need to check psp states for a match, then. Blah.
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for (int i = 0; i < NUMPSPRITES; ++i)
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for (int i = 0; i < NUMPSPRITES; ++i)
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{
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{
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