Fix collectibles playing "fail use" sound.
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parent
03aa56ba42
commit
9cd39a74f5
5 changed files with 6 additions and 4 deletions
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@ -442,6 +442,7 @@ extend Class SWWMHandler
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if ( (i is 'SWWMWeapon') && (players[e.Args[0]].PendingWeapon==Weapon(i).SisterWeapon) )
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t.result = true;
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}
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else if ( (i is 'Key') || (i is 'SWWMCollectible') ) t.result = true;
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else t.result = rslt;
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t.used = item;
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t.usedup = (!i||(i.Amount<=0));
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@ -194,7 +194,7 @@ extend Class DemolitionistMenu
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MenuSound(snd);
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}
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}
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else if ( (hnd.checklist[j].used is 'SWWMCollectible') || (hnd.checklist[j].used is 'SWWMKey') )
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else if ( (hnd.checklist[j].used is 'SWWMCollectible') || (hnd.checklist[j].used is 'Key') )
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MenuSound("demolitionist/handsup");
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else
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{
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@ -538,6 +538,7 @@ Class DemolitionistMenuInvItem : DemolitionistMenuListItem
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let t = new("MenuTransaction");
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t.uid = master.GenTUID();
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t.type = MenuTransaction.TT_ITEMUSE;
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t.used = inv.GetClass();
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t.result = false;
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// don't check weapons, keys or collectibles, always assume check succeeded
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if ( (inv is 'Weapon') || (inv is 'Key') || (inv is 'SWWMCollectible') ) t.result = true;
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@ -3061,7 +3061,7 @@ Class Demolitionist : PlayerPawn
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{
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if ( player == players[consoleplayer] )
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{
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if ( !(item is 'Weapon') )
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if ( !(item is 'Weapon') && !(item is 'SWWMCollectible') )
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A_StartSound("menu/noinvuse",CHAN_ITEMEXTRA);
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if ( item is 'PuzzleItem' )
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SWWMHandler.AddOneliner("puzzfail",2,20);
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