- Never set the player actor's scale to the skin's directly. Only do it indirectly through
P_CheckPlayerSprite(). SVN r4005 (trunk)
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2 changed files with 0 additions and 6 deletions
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@ -328,8 +328,6 @@ void AActor::Serialize (FArchive &arc)
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state->sprite == GetDefaultByType (player->cls)->SpawnState->sprite)
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{ // Give player back the skin
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sprite = skins[player->userinfo.skin].sprite;
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scaleX = skins[player->userinfo.skin].ScaleX;
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scaleY = skins[player->userinfo.skin].ScaleY;
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}
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if (Speed == 0)
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{
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@ -4272,8 +4270,6 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer
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if (!(mobj->flags4 & MF4_NOSKIN))
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{
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mobj->sprite = skins[p->userinfo.skin].sprite;
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mobj->scaleX = skins[p->userinfo.skin].ScaleX;
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mobj->scaleY = skins[p->userinfo.skin].ScaleY;
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}
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p->DesiredFOV = p->FOV = 90.f;
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