- Fixed: skins can not be sorted for binary search because the player class
code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. SVN r1431 (trunk)
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4 changed files with 114 additions and 79 deletions
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@ -163,16 +163,25 @@ bool AWeapon::PickupForAmmo (AWeapon *ownedWeapon)
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// Don't take ammo if the weapon sticks around.
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if (!ShouldStay ())
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{
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int oldamount = 0;
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if (ownedWeapon->Ammo1 != NULL) oldamount = ownedWeapon->Ammo1->Amount;
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int oldamount1 = 0;
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int oldamount2 = 0;
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if (ownedWeapon->Ammo1 != NULL) oldamount1 = ownedWeapon->Ammo1->Amount;
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if (ownedWeapon->Ammo2 != NULL) oldamount2 = ownedWeapon->Ammo1->Amount;
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if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1);
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if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2);
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AActor *Owner = ownedWeapon->Owner;
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if (gotstuff && oldamount == 0 && Owner != NULL && Owner->player != NULL)
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if (gotstuff && Owner != NULL && Owner->player != NULL)
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{
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static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo1->GetClass());
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if (ownedWeapon->Ammo1 != NULL && oldamount1 == 0)
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{
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static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo1->GetClass());
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}
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else if (ownedWeapon->Ammo2 != NULL && oldamount2 == 0)
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{
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static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo2->GetClass());
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}
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}
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}
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return gotstuff;
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