- added some flexibility to some Skulltag powerups.
- handle these powerups by actual item checks instead of cheat flags. (The same should also be done for the Frightener and Buddha but those are a bit more complex because they are also real cheats.)
This commit is contained in:
parent
c7668952d9
commit
e6b31dde27
7 changed files with 58 additions and 110 deletions
|
|
@ -902,8 +902,7 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
|
|||
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
|
||||
// and infinite ammo is on
|
||||
if (notakeinfinite &&
|
||||
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
|
||||
item->IsKindOf(NAME_Ammo))
|
||||
((dmflags & DF_INFINITE_AMMO) || (player && FindInventory(NAME_PowerInfiniteAmmo))) && item->IsKindOf(NAME_Ammo))
|
||||
{
|
||||
// Nothing to do here, except maybe res = false;? Would it make sense?
|
||||
result = false;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue