Delay skin setting on save load until player class is known.

- Fixed: Loading players from savegames set the skin before their current
  class was retrieved, so they could not validate their skins with the
  correct class.
This commit is contained in:
Randy Heit 2014-02-24 16:27:57 -06:00
commit db4763b14a
3 changed files with 26 additions and 24 deletions

View file

@ -941,14 +941,21 @@ void WriteUserInfo(FArchive &arc, userinfo_t &info)
arc << name;
}
void ReadUserInfo(FArchive &arc, userinfo_t &info)
void ReadUserInfo(FArchive &arc, userinfo_t &info, FString &skin)
{
FName name;
FBaseCVar **cvar;
char *str = NULL;
UCVarValue val;
if (SaveVersion < 4253)
{
ReadCompatibleUserInfo(arc, info);
return;
}
info.Reset();
skin = NULL;
for (arc << name; name != NAME_None; arc << name)
{
cvar = info.CheckKey(name);
@ -958,7 +965,7 @@ void ReadUserInfo(FArchive &arc, userinfo_t &info)
switch (name)
{
case NAME_Team: info.TeamChanged(atoi(str)); break;
case NAME_Skin: info.SkinChanged(str, 0); break;
case NAME_Skin: skin = str; break; // Caller must call SkinChanged() once current calss is known
case NAME_PlayerClass: info.PlayerClassChanged(str); break;
default:
val.String = str;
@ -973,23 +980,6 @@ void ReadUserInfo(FArchive &arc, userinfo_t &info)
}
}
FArchive &operator<< (FArchive &arc, userinfo_t &info)
{
if (SaveVersion < 4253)
{
ReadCompatibleUserInfo(arc, info);
}
else if (arc.IsStoring())
{
WriteUserInfo(arc, info);
}
else
{
ReadUserInfo(arc, info);
}
return arc;
}
CCMD (playerinfo)
{
if (argv.argc() < 2)