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- fixed: The player checking code after loading a savegame was not changed when tracer was replaced with alternative for holding the player's unmorphed version.
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2 changed files with 2 additions and 2 deletions
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@ -1893,7 +1893,7 @@ void APowerMorph::InitEffect( )
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if (Owner != nullptr && Owner->player != nullptr && PlayerClass != nullptr)
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{
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player_t *realplayer = Owner->player; // Remember the identity of the player
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if (P_MorphPlayer(realplayer, realplayer, PlayerClass, -1/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
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if (P_MorphPlayer(realplayer, realplayer, PlayerClass, INT_MAX/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
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{
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Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
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ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
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@ -1568,7 +1568,7 @@ void G_UnSnapshotLevel (bool hubLoad)
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// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].morphTics && players[i].mo->tracer == pawn)
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if (playeringame[i] && players[i].morphTics && players[i].mo->alternative == pawn)
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{
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break;
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}
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