Fix skull keys not showing up as intended
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@ -322,7 +322,7 @@ static const patch_t* tallpercent;
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static const patch_t* shortnum[10];
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// 3 key-cards, 3 skulls
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static const patch_t* keys[3];
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static const patch_t* keys[6];
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// face status patches
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static const patch_t* faces[ST_NUMFACES];
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@ -760,11 +760,11 @@ void ST_updateWidgets(void)
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// update keycard multiple widgets
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keyboxes_0 = plyr->cards[0] ? 0 : -1;
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//if (plyr->cards[3]) keyboxes_0 = 3; //would crash
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if (plyr->cards[3]) keyboxes_0 = 3;
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keyboxes_1 = plyr->cards[1] ? 1 : -1;
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//if (plyr->cards[4]) keyboxes_1 = 4; //would crash
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if (plyr->cards[4]) keyboxes_1 = 4;
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keyboxes_2 = plyr->cards[2] ? 2 : -1;
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//if (plyr->cards[5]) keyboxes_2 = 5; //would crash
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if (plyr->cards[5]) keyboxes_2 = 5;
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// refresh everything if this is him coming back to life
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ST_updateFaceWidget();
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@ -913,6 +913,13 @@ void ST_loadGraphics(void)
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keys[1] = W_CacheLumpNamePatch("STKEYS1", PU_STATIC);
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keys[2] = W_CacheLumpNamePatch("STKEYS2", PU_STATIC);
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if(W_CheckNumForName("STKEYS3") >= 0)
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keys[3] = W_CacheLumpNamePatch("STKEYS3", PU_STATIC);
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if(W_CheckNumForName("STKEYS4") >= 0)
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keys[4] = W_CacheLumpNamePatch("STKEYS4", PU_STATIC);
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if(W_CheckNumForName("STKEYS5") >= 0)
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keys[5] = W_CacheLumpNamePatch("STKEYS5", PU_STATIC);
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// arms background
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armsbg = W_CacheLumpNamePatch("STARMS", PU_STATIC);
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