- changed most places where a player index is calculated by subtracting the player array's base access.
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10 changed files with 27 additions and 25 deletions
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@ -384,7 +384,7 @@ void AActor::PostSerialize()
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AddToHash();
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if (player)
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{
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if (playeringame[player - players] &&
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if (Level->PlayerInGame(player) &&
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player->cls != NULL &&
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!(flags4 & MF4_NOSKIN) &&
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state->sprite == GetDefaultByType(player->cls)->SpawnState->sprite)
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@ -489,7 +489,7 @@ int AActor::GetTics(FState * newstate)
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bool AActor::SetState (FState *newstate, bool nofunction)
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{
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if (debugfile && player && (player->cheats & CF_PREDICTING))
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fprintf (debugfile, "for pl %td: SetState while predicting!\n", player-players);
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fprintf (debugfile, "for pl %d: SetState while predicting!\n", Level->PlayerNum(player));
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do
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{
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if (newstate == NULL)
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@ -5155,7 +5155,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
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DObject::StaticPointerSubstitution (oldactor, p->mo);
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E_PlayerRespawned(int(p - players));
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E_PlayerRespawned(PlayerNum(p));
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Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
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}
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}
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@ -6765,7 +6765,7 @@ int AActor::GetTeam()
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// Check for monsters that belong to a player on the team but aren't part of the team themselves.
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if (myTeam == TEAM_NONE && FriendPlayer != 0)
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{
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myTeam = players[FriendPlayer - 1].userinfo.GetTeam();
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myTeam = Level->Players[FriendPlayer - 1]->userinfo.GetTeam();
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}
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return myTeam;
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