- fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its ice death sequence set. - fixed: Ammo upon game start does not get multiplied when on easy skill. Implementing this as an inventory flag IF_IGNORESKILL also allows to create ammo/weapon/backpack types that don't multiply the ammo given when on this skill. - moved Doom exit sounds into SNDINFO as $random definitions. - Fixed: Dying Lost Souls could be reset to their see state if they slammed into something. SVN r540 (trunk)
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2829361c5c
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5e2e389bd1
15 changed files with 101 additions and 82 deletions
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@ -249,12 +249,15 @@ AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
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return NULL;
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}
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// extra ammo in baby mode and nightmare mode
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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if (!(this->ItemFlags&IF_IGNORESKILL))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount += amount;
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else
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amount += amount >> 1;
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount += amount;
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else
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amount += amount >> 1;
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}
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}
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ammo = static_cast<AAmmo *>(other->FindInventory (ammotype));
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if (ammo == NULL)
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@ -287,12 +290,15 @@ bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
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if (ammo != NULL && ammo->Amount < ammo->MaxAmount)
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{
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// extra ammo in baby mode and nightmare mode
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount += amount;
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else
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amount += amount >> 1;
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount += amount;
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else
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amount += amount >> 1;
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}
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}
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ammo->Amount += amount;
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if (ammo->Amount > ammo->MaxAmount)
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