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- fixed: CHANGELEVEL_RESETINVENTORY may not change the player's health.
APlayerPawn::GiveDefaultInventory altered the player_t's health value which was ok as long as this function was only called from G_PlayerReborn. For all other cases this initialization was wrong and G_PlayerReborn should do this itself.
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3 changed files with 3 additions and 4 deletions
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@ -1363,6 +1363,7 @@ void G_PlayerReborn (int player)
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::new(p) player_t;
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memcpy (p->frags, frags, sizeof(p->frags));
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p->health = actor->health;
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p->fragcount = fragcount;
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p->killcount = killcount;
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p->itemcount = itemcount;
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@ -1381,6 +1382,8 @@ void G_PlayerReborn (int player)
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if (gamestate != GS_TITLELEVEL)
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{
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// [GRB] Give inventory specified in DECORATE
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actor->GiveDefaultInventory ();
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p->ReadyWeapon = p->PendingWeapon;
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}
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@ -340,7 +340,6 @@ void cht_DoCheat (player_t *player, int cheat)
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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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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
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@ -1203,9 +1203,6 @@ void APlayerPawn::GiveDefaultInventory ()
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{
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if (player == NULL) return;
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// [GRB] Give inventory specified in DECORATE
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player->health = GetDefault ()->health;
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// HexenArmor must always be the first item in the inventory because
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// it provides player class based protection that should not affect
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// any other protection item.
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