- Moved the regeneration powerup's effect out of P_PlayerThink() and into APowerRegeneration::DoEffect().

SVN r3640 (trunk)
This commit is contained in:
Randy Heit 2012-05-11 04:05:55 +00:00
commit da08b14895
4 changed files with 12 additions and 36 deletions

View file

@ -2446,15 +2446,6 @@ void P_PlayerThink (player_t *player)
P_PoisonDamage (player, player->poisoner, 1, true);
}
// [BC] Apply regeneration.
if (( level.time & 31 ) == 0 && ( player->cheats & CF_REGENERATION ) && ( player->health ))
{
if ( P_GiveBody( player->mo, 5 ))
{
S_Sound(player->mo, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
}
}
// Apply degeneration.
if (dmflags2 & DF2_YES_DEGENERATION)
{
@ -2702,6 +2693,10 @@ void player_t::Serialize (FArchive &arc)
{
cheats &= ~(1 << 15); // make sure old CF_TIMEFREEZE bit is cleared
}
if (SaveVersion < 3640)
{
cheats &= ~(1 << 17); // make sure old CF_REGENERATION bit is cleared
}
if (isbot)
{