Multiplayer end of support. Simplify for ease of maintenance.
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19 changed files with 32 additions and 271 deletions
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@ -92,10 +92,7 @@ Class SWWMArmor : Armor abstract
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}
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if ( !bNODRAIN ) amount -= saved;
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damage = newdamage;
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bool shouldautouse = false;
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if ( swwm_enforceautousearmor == 1 ) shouldautouse = true;
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else if ( swwm_enforceautousearmor == -1 ) shouldautouse = false;
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else shouldautouse = CVar.GetCVar('swwm_autousearmor',Owner.player).GetBool();
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bool shouldautouse = CVar.GetCVar('swwm_autousearmor',Owner.player).GetBool();
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if ( (amount <= (MaxAmount-default.Amount)) && (Owner.CountInv(parent) > 0) && shouldautouse )
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{
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if ( GetDefaultByType(parent).UseSound ) Owner.A_StartSound(GetDefaultByType(parent).UseSound,CHAN_ITEMEXTRA,CHANF_OVERLAP,.6);
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@ -100,10 +100,7 @@ Class SWWMHealth : Inventory abstract
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return; // this damage type is ignored by the player, so it does not affect us
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if ( damageType == 'EndLevel' )
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return; // don't trigger on endlevel damage
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bool shouldautouse = false;
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if ( swwm_enforceautousehealth == 1 ) shouldautouse = true;
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else if ( swwm_enforceautousehealth == -1 ) shouldautouse = false;
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else shouldautouse = CVar.GetCVar('swwm_autousehealth',Owner.player).GetBool();
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bool shouldautouse = CVar.GetCVar('swwm_autousehealth',Owner.player).GetBool();
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if ( !shouldautouse && !bBIGPOWERUP ) return; // powerup health is always auto-used
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if ( (Owner.Health-damage <= (GetDefaultByType(giveme).MaxAmount-GetDefaultByType(giveme).Amount)) )
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{
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@ -2274,10 +2274,7 @@ Class EBarrier : Inventory
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else terrainwait++;
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if ( terrainwait <= 20 ) return;
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terrainwait = 0;
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bool shouldautouse = false;
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if ( swwm_enforceautousebarrier == 1 ) shouldautouse = true;
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else if ( swwm_enforceautousebarrier == -1 ) shouldautouse = false;
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else shouldautouse = CVar.GetCVar('swwm_autousebarrier',Owner.player).GetBool();
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bool shouldautouse = CVar.GetCVar('swwm_autousebarrier',Owner.player).GetBool();
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if ( shouldautouse ) Owner.UseInventory(self);
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}
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