Remove no longer owned weapons from "already got" list on map change, so their obtain lines can play again later.
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2 changed files with 23 additions and 2 deletions
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@ -100,6 +100,27 @@ extend Class SWWMHandler
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s.GotWeapon(Weapon(i).GetClass());
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}
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}
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else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) )
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{
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// clear the "weapon got" lists for weapons we don't have anymore (unless we're in a hub)
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// so the obtain lines play again
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for ( int i=0; i<s.alreadygot.Size(); i++ )
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{
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// special case for dual weapons
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String cn = s.alreadygot[i].GetClassName();
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if ( (cn.Left(4) ~== "Dual") )
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{
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int ss = p.mo.CountInv(GetDefaultByType(s.alreadygot[i]).SisterWeaponType);
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if ( ss == 2 ) continue;
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s.alreadygot.Delete(i);
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i--;
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continue;
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}
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if ( p.mo.FindInventory(s.alreadygot[i]) ) continue;
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s.alreadygot.Delete(i);
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i--;
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}
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}
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// reset some vars
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multilevel[e.playernumber] = 0;
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spreecount[e.playernumber] = 0;
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