- Fixed: Tne Imp's raise state sequence was wrong due to a typo.

- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
  flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
  referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
  owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
  next.



SVN r552 (trunk)
This commit is contained in:
Christoph Oelckers 2007-10-05 08:04:38 +00:00
commit 90db40c70f
8 changed files with 59 additions and 9 deletions

View file

@ -135,7 +135,14 @@ static void DoClearInv (AActor *actor)
AInventory *next = inv->Inventory;
if (!(inv->ItemFlags & IF_UNDROPPABLE))
{
inv->Destroy ();
// Fix for undroppable weapons. Is this ok?
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
AAmmo *ammo = static_cast<AAmmo*>(inv);
ammo->Amount = 0;
}
else
inv->Destroy ();
}
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
{