- Changed: Replaced weapons should not be given by generic cheats, only
when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. SVN r1230 (trunk)
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0e98244df2
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11 changed files with 50 additions and 70 deletions
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@ -43,6 +43,7 @@
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#include "r_translate.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "d_dehacked.h"
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// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
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// writes some bytes to the network data stream, and the network code
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@ -743,13 +744,26 @@ void cht_Give (player_t *player, const char *name, int amount)
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for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
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{
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type = PClass::m_Types[i];
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// Don't give replaced weapons unless the replacement was done by Dehacked.
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if (type != RUNTIME_CLASS(AWeapon) &&
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type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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type->IsDescendantOf (RUNTIME_CLASS(AWeapon)) &&
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(type->ActorInfo->GetReplacement() == type->ActorInfo ||
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type->ActorInfo->GetReplacement()->Class->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup))))
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{
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AWeapon *def = (AWeapon*)GetDefaultByType (type);
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if (!(def->WeaponFlags & WIF_CHEATNOTWEAPON))
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// Give the weapon only if it belongs to the current game or
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// is in a weapon slot. Unfortunately this check only works in
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// singleplayer games because the weapon slots are stored locally.
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// In multiplayer games all weapons must be given.
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if (multiplayer || type->ActorInfo->GameFilter == GAME_Any ||
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(type->ActorInfo->GameFilter & gameinfo.gametype) ||
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LocalWeapons.LocateWeapon(type, NULL, NULL))
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{
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GiveSpawner (player, type, 1);
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AWeapon *def = (AWeapon*)GetDefaultByType (type);
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if (!(def->WeaponFlags & WIF_CHEATNOTWEAPON))
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{
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GiveSpawner (player, type, 1);
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}
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}
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}
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}
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