- fixed: IDBEHOLD altered the item counter.
SVN r2247 (trunk)
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0529ffa043
commit
7f2ab00abe
4 changed files with 13 additions and 20 deletions
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@ -52,17 +52,17 @@
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void cht_DoCheat (player_t *player, int cheat)
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{
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static const PClass * const BeholdPowers[9] =
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static const char * BeholdPowers[9] =
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{
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RUNTIME_CLASS(APowerInvulnerable),
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RUNTIME_CLASS(APowerStrength),
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RUNTIME_CLASS(APowerInvisibility),
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RUNTIME_CLASS(APowerIronFeet),
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NULL, // MapRevealer
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RUNTIME_CLASS(APowerLightAmp),
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RUNTIME_CLASS(APowerShadow),
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RUNTIME_CLASS(APowerMask),
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RUNTIME_CLASS(APowerTargeter)
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{ "PowerInvulnerable" },
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{ "PowerStrength" },
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{ "PowerInvisibility" },
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{ "PowerIronFeet" },
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{ "MapRevealer" },
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{ "PowerLightAmp" },
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{ "PowerShadow" },
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{ "PowerMask" },
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{ "PowerTargeter" },
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};
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const PClass *type;
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AInventory *item;
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@ -253,7 +253,7 @@ void cht_DoCheat (player_t *player, int cheat)
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{
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if (i != 0)
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{
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player->mo->GiveInventoryType (BeholdPowers[i]);
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cht_Give(player, BeholdPowers[i]);
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if (cheat == CHT_BEHOLDS)
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{
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P_GiveBody (player->mo, -100);
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@ -262,7 +262,7 @@ void cht_DoCheat (player_t *player, int cheat)
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else
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{
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// Let's give the item here so that the power doesn't need colormap information.
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player->mo->GiveInventoryType(PClass::FindClass("InvulnerabilitySphere"));
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cht_Give(player, "InvulnerabilitySphere");
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}
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}
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else
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