Fix collectibles playing "fail use" sound.

This commit is contained in:
Mari the Deer 2022-08-06 15:35:02 +02:00
commit 9cd39a74f5
5 changed files with 6 additions and 4 deletions

View file

@ -442,6 +442,7 @@ extend Class SWWMHandler
if ( (i is 'SWWMWeapon') && (players[e.Args[0]].PendingWeapon==Weapon(i).SisterWeapon) )
t.result = true;
}
else if ( (i is 'Key') || (i is 'SWWMCollectible') ) t.result = true;
else t.result = rslt;
t.used = item;
t.usedup = (!i||(i.Amount<=0));

View file

@ -194,7 +194,7 @@ extend Class DemolitionistMenu
MenuSound(snd);
}
}
else if ( (hnd.checklist[j].used is 'SWWMCollectible') || (hnd.checklist[j].used is 'SWWMKey') )
else if ( (hnd.checklist[j].used is 'SWWMCollectible') || (hnd.checklist[j].used is 'Key') )
MenuSound("demolitionist/handsup");
else
{

View file

@ -538,6 +538,7 @@ Class DemolitionistMenuInvItem : DemolitionistMenuListItem
let t = new("MenuTransaction");
t.uid = master.GenTUID();
t.type = MenuTransaction.TT_ITEMUSE;
t.used = inv.GetClass();
t.result = false;
// don't check weapons, keys or collectibles, always assume check succeeded
if ( (inv is 'Weapon') || (inv is 'Key') || (inv is 'SWWMCollectible') ) t.result = true;

View file

@ -3061,7 +3061,7 @@ Class Demolitionist : PlayerPawn
{
if ( player == players[consoleplayer] )
{
if ( !(item is 'Weapon') )
if ( !(item is 'Weapon') && !(item is 'SWWMCollectible') )
A_StartSound("menu/noinvuse",CHAN_ITEMEXTRA);
if ( item is 'PuzzleItem' )
SWWMHandler.AddOneliner("puzzfail",2,20);