Simplification of the hide check after discussion with Rob.
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@ -2312,7 +2312,7 @@ static void Sk_SetDefaultValue(skin_t *skin)
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skin->highresscale = FRACUNIT>>1;
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skin->highresscale = FRACUNIT>>1;
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skin->availability = 2;
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skin->availability = 1;
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for (i = 0; i < sfx_skinsoundslot0; i++)
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for (i = 0; i < sfx_skinsoundslot0; i++)
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if (S_sfx[i].skinsound != -1)
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if (S_sfx[i].skinsound != -1)
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@ -2343,16 +2343,10 @@ void R_InitSkins(void)
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boolean R_SkinUnlock(INT32 skinnum)
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boolean R_SkinUnlock(INT32 skinnum)
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{
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{
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return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
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return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
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|| (skins[skinnum].availability == 2) // SP/Coop is strict
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|| (skins[skinnum].availability)
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|| (modeattacking) // If you have someone else's run you might as well take a look
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|| (modeattacking) // If you have someone else's run you might as well take a look
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|| ((netgame)
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|| ((netgame) && (cv_forceskin.value == skinnum)) // Forceskin is weak
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&& ((dedicated) // Same reasoning as Command_Map_f - dedicated would be a nightmare otherwise
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);
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|| ((cv_forceskin.value == skinnum) // Forceskin is weak
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|| (G_RingSlingerGametype() && (skins[skinnum].availability != 0)) // Ringslinger is disciplined
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)
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)
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)
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);
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}
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}
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// returns true if the skin name is found (loaded from pwad)
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// returns true if the skin name is found (loaded from pwad)
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