From c52a274a7a18445b15785358531c5b3be4caea87 Mon Sep 17 00:00:00 2001 From: Misa Date: Mon, 28 Dec 2020 13:23:42 -0800 Subject: [PATCH] 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. --- desktop_version/src/Map.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/desktop_version/src/Map.cpp b/desktop_version/src/Map.cpp index 7165b6cf..09fd9929 100644 --- a/desktop_version/src/Map.cpp +++ b/desktop_version/src/Map.cpp @@ -831,6 +831,10 @@ void mapclass::resetplayer(const bool player_died) game.lifeseq = 10; obj.entities[i].invis = true; } + else + { + obj.entities[i].invis = false; + } if (!game.glitchrunnermode) { obj.entities[i].size = 0;