in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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D1X-Rebirth Changelog
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20120524
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--------
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main/gameseq.c, main/multi.c: in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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20120521
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--------
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main/state.c: now properly initialize all other parts of the new/old player object when restoring a coop savestate
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@ -1341,26 +1341,21 @@ void StartLevel(int random)
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ConsoleObject->control_type = CT_FLYING;
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ConsoleObject->movement_type = MT_PHYSICS;
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disable_matcens();
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clear_transient_objects(0); //0 means leave proximity bombs
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// create_player_appearance_effect(ConsoleObject);
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Do_appearance_effect = 1;
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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{
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#ifndef SHAREWARE
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if (Game_mode & GM_MULTI_COOP)
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multi_send_score();
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#endif
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multi_send_reappear();
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}
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if (Game_mode & GM_NETWORK)
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multi_do_protocol_frame(1, 1);
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#endif
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}
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else // in Singleplayer, after we died ...
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{
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disable_matcens(); // ... disable matcens and ...
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clear_transient_objects(0); // ... clear all transient objects.
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}
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ai_reset_all_paths();
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ai_init_boss_for_ship();
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@ -1368,6 +1363,11 @@ void StartLevel(int random)
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reset_rear_view();
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Auto_fire_fusion_cannon_time = 0;
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Fusion_charge = 0;
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if (!(Game_mode & GM_MULTI)) // stuff for Singleplayer only
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{
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}
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}
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@ -74,7 +74,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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void reset_player_object(void); // In object.c but not in object.h
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void multi_reset_object_texture(object *objp);
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void drop_player_eggs(object *playerobj); // from collide.c
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void StartLevel(void); // From gameseq.c
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void multi_do_heartbeat(char *buf);
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void multi_send_heartbeat();
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void multi_do_kill_goal_counts(char *buf);
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