diff --git a/gldefs.funstuff b/gldefs.funstuff index c1778f04f..c769c53ac 100644 --- a/gldefs.funstuff +++ b/gldefs.funstuff @@ -1,3 +1,7 @@ +Brightmap Texture "models/SayaBean.png" +{ + Map "models/SayaBean_bright.png" +} Brightmap Texture "models/DemoPlush.png" { Map "models/DemoPlush_bright.png" @@ -6,6 +10,10 @@ Brightmap Texture "models/DemoPlush2.png" { Map "models/DemoPlush2_bright.png" } +Brightmap Texture "models/KirinPlush.png" +{ + Map "models/KirinPlush_bright.png" +} HardwareShader Texture "models/PerfectlyGeneric.png" { Shader "shaders/glsl/PerfectlyGeneric.fp" diff --git a/language.version b/language.version index 3c6649ab8..de7c240d5 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r25 \cu(Mon 11 Oct 18:31:47 CEST 2021)\c-"; -SWWM_SHORTVER="\cw1.2pre r25 \cu(2021-10-11 18:31:47)\c-"; +SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r26 \cu(Thu 14 Oct 17:04:45 CEST 2021)\c-"; +SWWM_SHORTVER="\cw1.2pre r26 \cu(2021-10-14 17:04:45)\c-"; diff --git a/models/KirinPlush_bright.png b/models/KirinPlush_bright.png new file mode 100644 index 000000000..e69de29bb diff --git a/models/SayaBean_bright.png b/models/SayaBean_bright.png new file mode 100644 index 000000000..e69de29bb diff --git a/zscript/handler/swwm_handler_playerevents.zsc b/zscript/handler/swwm_handler_playerevents.zsc index bbded2cfc..165588fa4 100644 --- a/zscript/handler/swwm_handler_playerevents.zsc +++ b/zscript/handler/swwm_handler_playerevents.zsc @@ -107,7 +107,7 @@ extend Class SWWMHandler s.GotWeapon(Weapon(i).GetClass()); } } - else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) ) + 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 @@ -137,7 +137,7 @@ 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