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- Fixed a crash in the weapon code with missing player starts.
SVN r1471 (trunk)
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parent
fcdab6a777
commit
bc91192473
1 changed files with 13 additions and 10 deletions
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@ -1140,19 +1140,22 @@ void FWeaponSlots::CompleteSetup(const PClass *type)
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void P_CompleteWeaponSetup()
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{
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// Set up the weapon slots locally
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LocalWeapons.CompleteSetup(players[consoleplayer].mo->GetClass());
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// Now transmit them across the network
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for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
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if (players[consoleplayer].mo != NULL)
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{
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if (LocalWeapons.Slots[i].Size() > 0)
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// Set up the weapon slots locally
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LocalWeapons.CompleteSetup(players[consoleplayer].mo->GetClass());
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// Now transmit them across the network
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for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
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{
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(i);
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Net_WriteByte(LocalWeapons.Slots[i].Size());
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for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
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if (LocalWeapons.Slots[i].Size() > 0)
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{
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Net_WriteWeapon(LocalWeapons.Slots[i].GetWeapon(j));
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(i);
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Net_WriteByte(LocalWeapons.Slots[i].Size());
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for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
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{
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Net_WriteWeapon(LocalWeapons.Slots[i].GetWeapon(j));
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}
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}
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}
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}
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