Ha ha I've been checking the wrong level flag all this time.
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2 changed files with 4 additions and 4 deletions
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@ -100,7 +100,7 @@ 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) || (level.removeitems && !e.IsReturn) )
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else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) || (level.info.flags2&LEVEL2_RESETINVENTORY && !e.IsReturn) )
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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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@ -130,7 +130,7 @@ extend Class SWWMHandler
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if ( !swwm_notrack )
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SWWMCombatTracker.Spawn(players[e.playernumber].mo);
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// reset score (optional) if inventory should be cleared
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if ( swwm_resetscore && level.removeitems && !e.IsReturn )
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if ( swwm_resetscore && level.info.flags2&LEVEL2_RESETINVENTORY && !e.IsReturn )
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c.credits = c.hcredits = 0;
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// re-add any missing collectibles after a death exit (yes, this happens)
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for ( int i=0; i<s.ownedcollectibles.Size(); i++ )
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