- Fixed: Cheats in demos must not access the weapon slots.
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo. - Fixed: R_InitTables did a typecast to angle_t instead of fixed_t. - Fixed: PowerProtection and PowerDamage applied their defaults incorrectly. - Fixed: The damage type property didn't properly read its factor. SVN r1257 (trunk)
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6 changed files with 36 additions and 13 deletions
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@ -737,8 +737,10 @@ void cht_Give (player_t *player, const char *name, int amount)
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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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// In multiplayer games or demors all weapons must be given because the state of
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// the weapon slots is not guaranteed to be the same when recording or playing back.
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if (multiplayer || demorecording || demoplayback ||
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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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