The "forcecharacter" level header now allows for hidden characters.

Also, new default for revitem to match player.dta, and an updated Force Skin netgame option name to reflect the fact it's string based now.
This commit is contained in:
toasterbabe 2016-07-13 22:28:23 +01:00
parent 76910a8e11
commit 6e0c9f7e18
2 changed files with 4 additions and 3 deletions

View file

@ -1343,7 +1343,7 @@ static menuitem_t OP_NetgameOptionsMenu[] =
{IT_STRING | IT_CVAR, NULL, "Sudden Death", &cv_suddendeath, 90},
{IT_STRING | IT_CVAR, NULL, "Player respawn delay", &cv_respawntime, 98},
{IT_STRING | IT_CVAR, NULL, "Force Skin #", &cv_forceskin, 114},
{IT_STRING | IT_CVAR, NULL, "Force Skin", &cv_forceskin, 114},
{IT_STRING | IT_CVAR, NULL, "Restrict skin changes", &cv_restrictskinchange, 122},
{IT_STRING | IT_CVAR, NULL, "Autobalance Teams", &cv_autobalance, 138},

View file

@ -2308,7 +2308,7 @@ static void Sk_SetDefaultValue(skin_t *skin)
skin->thokitem = -1;
skin->spinitem = -1;
skin->revitem = -1;
skin->revitem = 0;
skin->highresscale = FRACUNIT>>1;
@ -2345,7 +2345,8 @@ boolean R_SkinUnlock(INT32 skinnum)
return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
|| (skins[skinnum].availability)
|| (modeattacking) // If you have someone else's run you might as well take a look
|| ((netgame) && (cv_forceskin.value == skinnum)) // Forceskin is weak
|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
|| ((netgame) && (cv_forceskin.value == skinnum)) // Force 2.
);
}