- 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.

This commit is contained in:
Christoph Oelckers 2016-12-27 22:44:22 +01:00
parent 721b2fb21d
commit 80f1661931
2 changed files with 2 additions and 2 deletions

View file

@ -1893,7 +1893,7 @@ void APowerMorph::InitEffect( )
if (Owner != nullptr && Owner->player != nullptr && PlayerClass != nullptr)
{
player_t *realplayer = Owner->player; // Remember the identity of the player
if (P_MorphPlayer(realplayer, realplayer, PlayerClass, -1/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
if (P_MorphPlayer(realplayer, realplayer, PlayerClass, INT_MAX/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
{
Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)

View file

@ -1568,7 +1568,7 @@ void G_UnSnapshotLevel (bool hubLoad)
// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].morphTics && players[i].mo->tracer == pawn)
if (playeringame[i] && players[i].morphTics && players[i].mo->alternative == pawn)
{
break;
}