- 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)
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7 changed files with 57 additions and 37 deletions
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@ -948,7 +948,14 @@ void A_GiveInventory(AActor * self)
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if (mi)
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{
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AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0));
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item->Amount = amount;
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if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
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{
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item->Amount *= amount;
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}
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else
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{
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item->Amount = amount;
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}
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item->flags |= MF_DROPPED;
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if (item->flags & MF_COUNTITEM)
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{
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