diff --git a/language.version b/language.version index 9c072b9e2..0d74351f0 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -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-"; +SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1.26 \cu(Thu 14 Oct 16:58:53 CEST 2021)\c-"; +SWWM_SHORTVER="\cw1.1.26 \cu(2021-10-14 16:58:53)\c-"; diff --git a/zscript/handler/swwm_handler_playerevents.zsc b/zscript/handler/swwm_handler_playerevents.zsc index 551fe8bf1..327d92013 100644 --- a/zscript/handler/swwm_handler_playerevents.zsc +++ b/zscript/handler/swwm_handler_playerevents.zsc @@ -100,7 +100,7 @@ extend Class SWWMHandler s.GotWeapon(Weapon(i).GetClass()); } } - else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) || (level.removeitems && !e.IsReturn) ) + else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) || (level.info.flags2&LEVEL2_RESETINVENTORY && !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 @@ -130,7 +130,7 @@ extend Class SWWMHandler if ( !swwm_notrack ) SWWMCombatTracker.Spawn(players[e.playernumber].mo); // reset score (optional) if inventory should be cleared - if ( swwm_resetscore && level.removeitems && !e.IsReturn ) + if ( swwm_resetscore && level.info.flags2&LEVEL2_RESETINVENTORY && !e.IsReturn ) c.credits = c.hcredits = 0; // re-add any missing collectibles after a death exit (yes, this happens) for ( int i=0; i