Explodium Gun starts unchambered (otherwise a certain animation will never be seen).

Gross hackery regarding pistol starts.
This commit is contained in:
Mari the Deer 2021-08-08 20:14:09 +02:00
commit dbf802165e
5 changed files with 60 additions and 8 deletions

View file

@ -121,9 +121,17 @@ extend Class SWWMHandler
c.Destroy();
}
// reset inventory (including unclearables) on forced pistol starts (must have visited at least one map, though)
// known bug: the previous weapon will play its select sound regardless, this is ENTIRELY IMPOSSIBLE to fix
if ( p.mo.FindInventory("InventoryWipeToken") || (swwm_pistolstart && (s.lstats.Size() > 0) && ((s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB))) )
SWWMUtility.WipeInventory(p.mo,swwm_resetscore);
// play the select sound of the current weapon if we travelled
if ( (p.ReadyWeapon is 'SWWMWeapon') && SWWMWeapon(p.ReadyWeapon).hastravelled )
SWWMWeapon(p.ReadyWeapon).autoupsnd = level.maptime+1;
// reset the travelled flag for all weapons
for ( Inventory i=p.mo.inv; i; i=i.inv )
{
if ( !SWWMWeapon(i) ) continue;
SWWMWeapon(i).hastravelled = false;
}
}
override void PlayerRespawned( PlayerEvent e )