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Resend 0.7 skin change if it got filtered by the server
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@ -2445,6 +2445,33 @@ void CGameClient::SendSkinChange7(bool Dummy)
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bool CGameClient::GotWantedSkin7(bool Dummy)
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{
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// validate the wanted skinparts before comparison
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// because the skin parts we compare against are also validated
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// otherwise it tries to resend the skin info when the eyes are set to "negative"
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// in team based modes
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char aSkinParts[protocol7::NUM_SKINPARTS][protocol7::MAX_SKIN_ARRAY_SIZE];
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char *apSkinPartsPtr[protocol7::NUM_SKINPARTS];
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int aUCCVars[protocol7::NUM_SKINPARTS];
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int aColorVars[protocol7::NUM_SKINPARTS];
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for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
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{
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str_copy(aSkinParts[SkinPart], CSkins7::ms_apSkinVariables[(int)Dummy][SkinPart], protocol7::MAX_SKIN_ARRAY_SIZE);
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apSkinPartsPtr[SkinPart] = aSkinParts[SkinPart];
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aUCCVars[SkinPart] = *CSkins7::ms_apUCCVariables[(int)Dummy][SkinPart];
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aColorVars[SkinPart] = *CSkins7::ms_apColorVariables[(int)Dummy][SkinPart];
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}
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m_Skins7.ValidateSkinParts(apSkinPartsPtr, aUCCVars, aColorVars, m_pClient->m_TranslationContext.m_GameFlags);
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for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
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{
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if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aaSkinPartNames[SkinPart], apSkinPartsPtr[SkinPart]))
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return false;
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if(m_aClients[m_aLocalIds[(int)Dummy]].m_aUseCustomColors[SkinPart] != aUCCVars[SkinPart])
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return false;
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if(m_aClients[m_aLocalIds[(int)Dummy]].m_aSkinPartColors[SkinPart] != aColorVars[SkinPart])
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return false;
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}
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// TODO: add name change ddnet extension to 0.7 protocol
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// if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aName, Dummy ? Client()->DummyName() : Client()->PlayerName()))
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// return false;
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