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- Fixed: Don't use the player skin in the cast call if the class being shown has been removed
from the PlayerClasses array (and therefore does not have a valid default skin). SVN r4010 (trunk)
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ca2d75307c
commit
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1 changed files with 10 additions and 6 deletions
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@ -589,18 +589,22 @@ void DIntermissionScreenCast::Drawer ()
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// draw the current frame in the middle of the screen
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if (caststate != NULL)
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{
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int castsprite;
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int castsprite = caststate->sprite;
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if (!(mDefaults->flags4 & MF4_NOSKIN) &&
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mDefaults->SpawnState != NULL && caststate->sprite == mDefaults->SpawnState->sprite &&
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mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)) &&
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skins != NULL)
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{
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castsprite = skins[players[consoleplayer].userinfo.skin].sprite;
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}
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else
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{
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castsprite = caststate->sprite;
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// Only use the skin sprite if this class has not been removed from the
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// PlayerClasses list.
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for (unsigned i = 0; i < PlayerClasses.Size(); ++i)
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{
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if (PlayerClasses[i].Type == mClass)
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{
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castsprite = skins[players[consoleplayer].userinfo.skin].sprite;
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}
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}
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}
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sprframe = &SpriteFrames[sprites[castsprite].spriteframes + caststate->GetFrame()];
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