- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
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4 changed files with 8 additions and 2 deletions
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@ -4724,7 +4724,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// [RH] don't spawn extra weapons in coop if so desired
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if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
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{
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if (i->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
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{
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if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
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return NULL;
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