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- let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to
default player color handling. SVN r2198 (trunk)
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017fc7bd6a
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d2a4c19955
2 changed files with 12 additions and 5 deletions
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@ -319,7 +319,10 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
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// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
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player->mo->SetState (player->mo->SpawnState);
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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if (!(player->mo->flags2 & MF2_DONTTRANSLATE))
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{
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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}
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player->mo->DamageType = NAME_None;
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// player->mo->GiveDefaultInventory();
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if (player->ReadyWeapon != NULL)
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@ -3980,11 +3980,15 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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p->userinfo.skin = R_FindSkin (skins[p->userinfo.skin].name, p->CurrentPlayerClass);
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StatusBar->SetFace (&skins[p->userinfo.skin]);
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// [RH] Be sure the player has the right translation
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R_BuildPlayerTranslation (playernum);
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// [RH] set color translations for player sprites
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mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
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if (!(mobj->flags2 & MF2_DONTTRANSLATE))
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{
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// [RH] Be sure the player has the right translation
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R_BuildPlayerTranslation (playernum);
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// [RH] set color translations for player sprites
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mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
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}
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mobj->angle = spawn_angle;
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mobj->pitch = mobj->roll = 0;
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