- Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid confusion. They still don't need a separate base class as in Skulltag though. - Added Skulltag-type armor bonus that increases the max amount that can be given by other armor items. - Separated all armor related code from a_pickups.cpp into a_armor.cpp. SVN r427 (trunk)
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15 changed files with 1106 additions and 1092 deletions
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@ -2557,9 +2557,9 @@ FUNC(LS_SendToCommunicator)
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if (arg1 && backSide)
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return false;
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if (it != NULL && it->player != NULL && it->FindInventory<ACommunicator>())
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if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
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{
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char name[32];
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char name[32];
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sprintf (name, "svox/voc%d", arg0);
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if (!arg3)
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