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Reset invis and lifeseq when loading in, in mapclass::resetplayer()
When I did #569, I forgot that taking out the code path that set the player's invis to false meant that the player would still be invisible upon loading back in to the game if they exited the game while invisible. Taking out that code path also meant that if game.lifeseq was nonzero, it wouldn't be reset properly, either. So this fixes those things.
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@ -831,6 +831,10 @@ void mapclass::resetplayer(const bool player_died)
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game.lifeseq = 10;
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obj.entities[i].invis = true;
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}
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else
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{
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obj.entities[i].invis = false;
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}
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if (!game.glitchrunnermode)
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{
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obj.entities[i].size = 0;
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