fix BB play_time handling with long char names
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+23
-17
@@ -17,26 +17,32 @@
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FileContentsCache player_files_cache(300 * 1000 * 1000);
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void PlayerDispDataDCPCV3::enforce_v2_limits() {
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// V1/V2 have fewer classes, so we'll substitute some here
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if (this->visual.char_class == 11) {
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this->visual.char_class = 0; // FOmar -> HUmar
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} else if (this->visual.char_class == 10) {
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this->visual.char_class = 1; // RAmarl -> HUnewearl
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} else if (this->visual.char_class == 9) {
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this->visual.char_class = 5; // HUcaseal -> RAcaseal
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}
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void PlayerDispDataDCPCV3::enforce_lobby_join_limits(GameVersion target_version) {
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if ((target_version == GameVersion::PC) || (target_version == GameVersion::DC)) {
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// V1/V2 have fewer classes, so we'll substitute some here
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if (this->visual.char_class == 11) {
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this->visual.char_class = 0; // FOmar -> HUmar
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} else if (this->visual.char_class == 10) {
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this->visual.char_class = 1; // RAmarl -> HUnewearl
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} else if (this->visual.char_class == 9) {
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this->visual.char_class = 5; // HUcaseal -> RAcaseal
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}
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// V1/V2 has fewer costumes, so substitute them here too
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this->visual.costume %= 9;
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// V1/V2 has fewer costumes, so substitute them here too
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this->visual.costume %= 9;
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// If the player is somehow still not a valid class, make them appear as the
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// "ninja" NPC
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if (this->visual.char_class > 8) {
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this->visual.extra_model = 0;
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this->visual.v2_flags |= 2;
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// If the player is somehow still not a valid class, make them appear as the
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// "ninja" NPC
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if (this->visual.char_class > 8) {
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this->visual.extra_model = 0;
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this->visual.v2_flags |= 2;
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}
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this->visual.version = 2;
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}
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this->visual.version = 2;
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}
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void PlayerDispDataBB::enforce_lobby_join_limits(GameVersion) {
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this->play_time = 0;
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}
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PlayerDispDataBB PlayerDispDataDCPCV3::to_bb() const {
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