Explodium Gun starts unchambered (otherwise a certain animation will never be seen).
Gross hackery regarding pistol starts.
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5f01001891
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5 changed files with 60 additions and 8 deletions
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@ -121,9 +121,17 @@ extend Class SWWMHandler
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c.Destroy();
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}
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// reset inventory (including unclearables) on forced pistol starts (must have visited at least one map, though)
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// known bug: the previous weapon will play its select sound regardless, this is ENTIRELY IMPOSSIBLE to fix
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if ( p.mo.FindInventory("InventoryWipeToken") || (swwm_pistolstart && (s.lstats.Size() > 0) && ((s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB))) )
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SWWMUtility.WipeInventory(p.mo,swwm_resetscore);
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// play the select sound of the current weapon if we travelled
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if ( (p.ReadyWeapon is 'SWWMWeapon') && SWWMWeapon(p.ReadyWeapon).hastravelled )
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SWWMWeapon(p.ReadyWeapon).autoupsnd = level.maptime+1;
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// reset the travelled flag for all weapons
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for ( Inventory i=p.mo.inv; i; i=i.inv )
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{
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if ( !SWWMWeapon(i) ) continue;
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SWWMWeapon(i).hastravelled = false;
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}
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}
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override void PlayerRespawned( PlayerEvent e )
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