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- Fixed: player_t::GetSpawnClass() always returned the spawn flags for the
local player, so co-op games would spawn only the things relevant for the local player and not all the things relevant for all players. SVN r344 (trunk)
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3 changed files with 20 additions and 3 deletions
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@ -1,3 +1,8 @@
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September 30, 2006
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- Fixed: player_t::GetSpawnClass() always returned the spawn flags for the
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local player, so co-op games would spawn only the things relevant for the
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local player and not all the things relevant for all players.
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September 30, 2006 (Changes by Graf Zahl)
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- Fixed: Default flags for APlayerPawn and APlayerChunk were not defined.
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- Fixed: The PCD_GETPLAYERINFO case in p_acs.cpp was missing a break.
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@ -1197,12 +1197,24 @@ bool AInventory::TryPickup (AActor *toucher)
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CCMD (printinv)
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{
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AInventory *item;
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int pnum = consoleplayer;
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if (players[consoleplayer].mo == NULL)
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#ifdef _DEBUG
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// Only allow peeking on other players' inventory in debug builds.
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if (argv.argc() > 1)
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{
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pnum = atoi (argv[1]);
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if (pnum < 0 || pnum >= MAXPLAYERS)
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{
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return;
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}
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}
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#endif
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if (players[pnum].mo == NULL)
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{
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return;
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}
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for (item = players[consoleplayer].mo->Inventory; item != NULL; item = item->Inventory)
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for (item = players[pnum].mo->Inventory; item != NULL; item = item->Inventory)
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{
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Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
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item->InventoryID,
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@ -351,7 +351,7 @@ void player_s::SetLogText (const char *text)
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int player_t::GetSpawnClass()
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{
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const PClass * type = PlayerClasses[players[consoleplayer].CurrentPlayerClass].Type;
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const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
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return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
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}
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