Added forgotten D2 powerup capping code when starting level which hopefully fixes massive powerup loss
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@ -10,6 +10,7 @@ main/net_udp.c: in netgame info screen some setting-descriptions were interchang
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main/net_udp.c: Since the kicked message is shown after player is technically removed from the game we do not know hosts name anymore. Message changed accordingly
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main/net_udp.c: Since the kicked message is shown after player is technically removed from the game we do not know hosts name anymore. Message changed accordingly
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main/multi.c, main/multi.h, main/newdemo.c, main/player.h: Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
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main/multi.c, main/multi.h, main/newdemo.c, main/player.h: Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
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main/config.c: Dynamically allocate line to read from descent.cfg and ensure a safe length
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main/config.c: Dynamically allocate line to read from descent.cfg and ensure a safe length
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main/gamesave.c, main/net_udp.c: Added forgotten D2 powerup capping code when starting level which hopefully fixes massive powerup loss
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20120324
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20120324
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--------
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--------
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@ -1093,6 +1093,17 @@ int load_level(char * filename_passed)
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int sig, minedata_offset, gamedata_offset, hostagetext_offset;
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int sig, minedata_offset, gamedata_offset, hostagetext_offset;
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int mine_err, game_err;
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int mine_err, game_err;
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#ifdef NETWORK
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if (Game_mode & GM_NETWORK)
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{
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for (i=0;i<MAX_POWERUP_TYPES;i++)
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{
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MaxPowerupsAllowed[i]=0;
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PowerupsInMine[i]=0;
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}
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}
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#endif
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#ifdef COMPACT_SEGS
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#ifdef COMPACT_SEGS
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ncache_flush();
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ncache_flush();
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#endif
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#endif
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@ -3834,6 +3834,8 @@ net_udp_level_sync(void)
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else
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else
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result = net_udp_wait_for_sync();
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result = net_udp_wait_for_sync();
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multi_powcap_count_powerups_in_mine();
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if (result)
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if (result)
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{
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{
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Players[Player_num].connected = CONNECT_DISCONNECTED;
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Players[Player_num].connected = CONNECT_DISCONNECTED;
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