Removed the UTAmmo class entirely, as it's more trouble than it's worth.

This commit is contained in:
Marisa the Magician 2018-05-24 14:20:57 +02:00
commit 5b0fbf589d
11 changed files with 15 additions and 51 deletions

View file

@ -101,7 +101,7 @@ Class DamageAmplifier : Powerup
}
}
// Backpack that handles UT ammo types
// Backpack that only gives ammo for valid weapons
Class UTBackpack : BackpackItem replaces Backpack
{
override Inventory CreateCopy( Actor other )
@ -111,7 +111,7 @@ Class UTBackpack : BackpackItem replaces Backpack
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Ammo>)(AllActorClasses[i]);
if ( !type || ((type.GetParentClass() != 'Ammo') && (type.GetParentClass() != 'UTAmmo')) ) continue;
if ( !type || (type.GetParentClass() != 'Ammo') ) continue;
// check that it's for a valid weapon
bool isvalid = false;
for ( int j=0; j<AllActorClasses.Size(); j++ )
@ -170,7 +170,7 @@ Class UTBackpack : BackpackItem replaces Backpack
{
for ( let probe = Owner.Inv; probe; probe = probe.Inv )
{
if ( (probe.GetParentClass() != 'Ammo') && (probe.GetParentClass() != 'UTAmmo') ) continue;
if ( probe.GetParentClass() != 'Ammo' ) continue;
if ( probe.Amount >= probe.MaxAmount && !sv_unlimited_pickup ) continue;
int amount = Ammo(probe).Default.BackpackAmount;
// extra ammo in baby mode and nightmare mode