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If the player state doesn't belong to the player, attach a new one when spawning...
author
Mario <mario.mario@y7mail.com>
Tue, 17 Mar 2020 23:12:55 +0000
(09:12 +1000)
committer
Mario <mario.mario@y7mail.com>
Tue, 17 Mar 2020 23:13:31 +0000
(09:13 +1000)
qcsrc/common/state.qc
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diff --git
a/qcsrc/common/state.qc
b/qcsrc/common/state.qc
index 0f40acfc6856b65ad68446091b5a9142d3d16e13..14b22e991cceed2ad0bccdd2222ee899fbcab040 100644
(file)
--- a/
qcsrc/common/state.qc
+++ b/
qcsrc/common/state.qc
@@
-5,7
+5,7
@@
void Inventory_delete(entity this);
void PlayerState_attach(entity this)
{
- if (PS(this))
+ if (PS(this)
&& PS(this).m_client == this
)
return;
this._ps = NEW(PlayerState, this);