- fixed: Handling of empty pickup messages was wrong. The old metadata code made a distinction between

an empty string and no string. To restore the original behavior the default initialization of
  the pickup message is now done in the DECORATE definition of Inventory.


SVN r2244 (scripting)
This commit is contained in:
Christoph Oelckers 2010-03-26 08:38:57 +00:00
parent 604b5ef673
commit 61d75b7cae
2 changed files with 2 additions and 3 deletions

View file

@ -1005,9 +1005,7 @@ void AInventory::DoPickupSpecial (AActor *toucher)
const char *AInventory::PickupMessage ()
{
FString message = GetClass()->PickupMessage;
return message.IsNotEmpty() ? message : "You got a pickup";
return GetClass()->PickupMessage;
}
//===========================================================================

View file

@ -5,6 +5,7 @@ ACTOR Inventory native
Inventory.InterHubAmount 1
Inventory.UseSound "misc/invuse"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "You got a pickup."
action native A_JumpIfNoAmmo(state label);
action native A_CustomPunch(int damage, bool norandom = false, bool useammo = true, class<Actor> pufftype = "BulletPuff", float range = 0);