- 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:
parent
e016a66dc0
commit
90db40c70f
8 changed files with 59 additions and 9 deletions
|
|
@ -1303,7 +1303,7 @@ void DoTakeInventory(AActor * self, AActor * receiver)
|
|||
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
|
||||
if (!amount || amount>=inv->Amount)
|
||||
{
|
||||
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
|
||||
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
|
||||
else inv->Destroy();
|
||||
}
|
||||
else inv->Amount-=amount;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue