Inventory resets weren't accounted for properly in PlayerEntered.

This commit is contained in:
Mari the Deer 2021-10-14 16:39:57 +02:00
commit 5a1439762d
2 changed files with 3 additions and 3 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1.24 \cu(Thu 14 Oct 16:39:40 CEST 2021)\c-";
SWWM_SHORTVER="\cw1.1.24 \cu(2021-10-14 16:39:40)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1.25 \cu(Thu 14 Oct 16:41:07 CEST 2021)\c-";
SWWM_SHORTVER="\cw1.1.25 \cu(2021-10-14 16:41:07)\c-";

View file

@ -100,7 +100,7 @@ extend Class SWWMHandler
s.GotWeapon(Weapon(i).GetClass());
}
}
else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) )
else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) || (level.removeitems && !e.IsReturn) )
{
// clear the "weapon got" lists for weapons we don't have anymore (unless we're in a hub)
// so the obtain lines play again