Don't have all of your mines disappear into the aether if you have to shield-drop ONE, because they're not all out at once. (This is only really relevant to debug testing, given picking up additional HUD-dropped mines isn't very likely.

This commit is contained in:
toaster 2018-10-03 20:56:43 +01:00
parent 76e0ff6dc7
commit dcdbf911a5

View file

@ -3140,7 +3140,7 @@ void K_DropHnextList(player_t *player)
mobj_t *work = player->mo, *nextwork, *dropwork;
INT32 flip;
mobjtype_t type;
boolean orbit, ponground;
boolean orbit, ponground, dropall = true;
if (!work)
return;
@ -3180,6 +3180,7 @@ void K_DropHnextList(player_t *player)
break;
case MT_SSMINE_SHIELD:
orbit = false;
dropall = false;
type = MT_SSMINE;
break;
case MT_FAKESHIELD:
@ -3258,7 +3259,8 @@ void K_DropHnextList(player_t *player)
player->kartstuff[k_bananadrag] = 0;
if (player->kartstuff[k_eggmanheld])
player->kartstuff[k_eggmanheld] = 0;
else if (player->kartstuff[k_itemheld])
else if (player->kartstuff[k_itemheld]
&& (dropall || (--player->kartstuff[k_itemamount] <= 0)))
{
player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0;
player->kartstuff[k_itemtype] = KITEM_NONE;