- Fixed: After loading a savegame or unmorphing, a player's weapon slots
were empty. SVN r1477 (trunk)
This commit is contained in:
parent
69c2c4de64
commit
7dd75670f4
6 changed files with 38 additions and 8 deletions
|
|
@ -97,7 +97,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
|
|||
|
||||
// [MH] Used by SBARINFO to speed up face drawing
|
||||
p->MorphedPlayerClass = 0;
|
||||
for (unsigned int i = 1; i < PlayerClasses.Size (); i++)
|
||||
for (unsigned int i = 1; i < PlayerClasses.Size(); i++)
|
||||
{
|
||||
if (PlayerClasses[i].Type == spawntype)
|
||||
{
|
||||
|
|
@ -309,6 +309,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, bool force)
|
|||
|
||||
angle = mo->angle >> ANGLETOFINESHIFT;
|
||||
Spawn(exit_flash, pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
||||
mo->SetupWeaponSlots(); // Use original class's weapon slots.
|
||||
beastweap = player->ReadyWeapon;
|
||||
if (player->PremorphWeapon != NULL)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue