Ha ha I've been checking the wrong level flag all this time.

This commit is contained in:
Mari the Deer 2021-10-14 16:58:40 +02:00
commit a8fa4e5a79
2 changed files with 4 additions and 4 deletions

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) || (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<s.ownedcollectibles.Size(); i++ )