- Fixed: The strupr() implementation in w_wad.cpp relied on compiler-dependant

behavior.
- Fixed fix: ParseActorProperties() still wasn't sending + or - to
  ActorFlagSetOrReset().
- Fixed: [GZ] An item without use state won't be removed when being picked up.
  The call to GoAwayAndDie is missing.
- Fixed: [GZ]  A_GiveInventory sets the amount to give to a value passed to
  this function. This is ok for everything except Health items. They should
  give their original amount multiplied with the passed parameter.
- Fixed: Potential buffer overrun when launching timidity.


SVN r21 (trunk)
This commit is contained in:
Randy Heit 2006-04-09 19:34:35 +00:00
commit 16c085e146
7 changed files with 57 additions and 37 deletions

View file

@ -948,7 +948,14 @@ void A_GiveInventory(AActor * self)
if (mi)
{
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0));
item->Amount = amount;
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{
item->Amount *= amount;
}
else
{
item->Amount = amount;
}
item->flags |= MF_DROPPED;
if (item->flags & MF_COUNTITEM)
{