- Fixed: After loading a savegame or unmorphing, a player's weapon slots

were empty.


SVN r1477 (trunk)
This commit is contained in:
Randy Heit 2009-03-13 03:18:06 +00:00
commit 7dd75670f4
6 changed files with 38 additions and 8 deletions

View file

@ -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)
{