- Fixed: You should still be able to pick up ammo that has a max amount set at 0.
- Added a few NULL screen checks. SVN r2019 (trunk)
This commit is contained in:
parent
ee4b9ed09b
commit
20e265f8fb
4 changed files with 8 additions and 3 deletions
|
|
@ -1190,7 +1190,7 @@ bool AInventory::TryPickup (AActor *&toucher)
|
|||
ItemFlags &= ~IF_PICKUPGOOD;
|
||||
GoAwayAndDie ();
|
||||
}
|
||||
else if (MaxAmount == 0)
|
||||
else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo)))
|
||||
{
|
||||
// Special case: If an item's MaxAmount is 0, you can still pick it
|
||||
// up if it is autoactivate-able.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue