From a108fcce5b710dded65c566f2f4c7b3ff435dd91 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Wed, 13 Jul 2016 19:10:31 +0100 Subject: [PATCH] Simplification of the hide check after discussion with Rob. --- src/r_things.c | 14 ++++---------- 1 file changed, 4 insertions(+), 10 deletions(-) diff --git a/src/r_things.c b/src/r_things.c index aae649a8f..ba76dc5ce 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -2312,7 +2312,7 @@ static void Sk_SetDefaultValue(skin_t *skin) skin->highresscale = FRACUNIT>>1; - skin->availability = 2; + skin->availability = 1; for (i = 0; i < sfx_skinsoundslot0; i++) if (S_sfx[i].skinsound != -1) @@ -2343,16 +2343,10 @@ void R_InitSkins(void) 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 == 2) // SP/Coop is strict + || (skins[skinnum].availability) || (modeattacking) // If you have someone else's run you might as well take a look - || ((netgame) - && ((dedicated) // Same reasoning as Command_Map_f - dedicated would be a nightmare otherwise - || ((cv_forceskin.value == skinnum) // Forceskin is weak - || (G_RingSlingerGametype() && (skins[skinnum].availability != 0)) // Ringslinger is disciplined - ) - ) - ) - ); + || ((netgame) && (cv_forceskin.value == skinnum)) // Forceskin is weak + ); } // returns true if the skin name is found (loaded from pwad)