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Blood: fixed packSlots being cleared on loading a savegame.
Since the player refactor the order of operations had changed and this got called after reading the player, not before.
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parent
8545a2e74d
commit
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2 changed files with 3 additions and 3 deletions
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@ -391,6 +391,7 @@ void StartLevel(MapRecord* level, bool newgame)
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//
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//
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void packClear(DBloodPlayer* pPlayer);
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void NewLevel(MapRecord *sng, int skill, bool newgame)
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void NewLevel(MapRecord *sng, int skill, bool newgame)
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{
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{
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@ -403,6 +404,8 @@ void GameInterface::NewGame(MapRecord *sng, int skill, bool)
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{
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{
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gGameOptions.uGameFlags = 0;
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gGameOptions.uGameFlags = 0;
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cheatReset();
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cheatReset();
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DBloodPlayer* pPlayer = getPlayer(myconnectindex);
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packClear(pPlayer);
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NewLevel(sng, skill, true);
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NewLevel(sng, skill, true);
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}
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}
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@ -512,11 +512,8 @@ static cheatseq_t s_CheatInfo[] = {
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void cheatReset(void)
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void cheatReset(void)
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{
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{
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DBloodPlayer* pPlayer = getPlayer(myconnectindex);
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bPlayerCheated = 0;
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bPlayerCheated = 0;
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playerSetGodMode(pPlayer, 0);
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gNoClip = 0;
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gNoClip = 0;
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packClear(pPlayer);
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gInfiniteAmmo = 0;
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gInfiniteAmmo = 0;
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gFullMap = 0;
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gFullMap = 0;
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}
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}
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