- Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number. SVN r4253 (trunk)
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404df07629
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2668988870
37 changed files with 744 additions and 429 deletions
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@ -91,7 +91,7 @@ void P_SerializePlayers (FArchive &arc, bool skipload)
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{
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if (playeringame[i])
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{
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arc.WriteString (players[i].userinfo.netname);
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arc.WriteString (players[i].userinfo.GetName());
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players[i].Serialize (arc);
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}
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}
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@ -185,7 +185,7 @@ static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNo
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{
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (playerUsed[j] == 0 && stricmp(players[j].userinfo.netname, nametemp[i]) == 0)
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if (playerUsed[j] == 0 && stricmp(players[j].userinfo.GetName(), nametemp[i]) == 0)
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{ // Found a match, so copy our temp player to the real player
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Printf ("Found player %d (%s) at %d\n", i, nametemp[i], j);
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CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
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@ -206,7 +206,7 @@ static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNo
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{
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if (playerUsed[j] == 0)
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{
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Printf ("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.netname);
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Printf ("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.GetName());
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CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
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playerUsed[j] = 1;
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tempPlayerUsed[i] = 1;
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@ -282,7 +282,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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dst->userinfo = uibackup;
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}
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// Validate the skin
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dst->userinfo.skin = R_FindSkin(skins[dst->userinfo.skin].name, dst->CurrentPlayerClass);
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dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
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// Make sure the player pawn points to the proper player struct.
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if (dst->mo != NULL)
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