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* Updated to ZDoom r3468:
- Fixed: Trying to init FMOD with profiling enabled when the network socket was in use would fail. We now fallback to no profiling when this happens. - Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the owned-weapons display on the status bar. - Fixed: Deus Vult II uses fullscreen level name patches (which are mostly blank) for the intermission. This caused the net scoreboard to be drawn off the bottom of the screen. - Added A_ClearLastHeard action function. - Similar fix to the previous: The child TiMidity++ process quitting would not necessarily be detected, so S_ChangeMusic() would not restart one-shot songs that had finished if it was the MIDI device. - Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1321 b0f79afe-0144-0410-b225-9a4edf0717df
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13 changed files with 117 additions and 16 deletions
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@ -566,11 +566,21 @@ void APlayerPawn::SetupWeaponSlots()
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if (player != NULL && player->mo == this)
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{
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player->weapons.StandardSetup(GetClass());
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if (player - players == consoleplayer)
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{ // If we're the local player, then there's a bit more work to do.
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// If we're the local player, then there's a bit more work to do.
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// This also applies if we're a bot and this is the net arbitrator.
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if (player - players == consoleplayer ||
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(player->isbot && consoleplayer == Net_Arbitrator))
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{
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FWeaponSlots local_slots(player->weapons);
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local_slots.LocalSetup(GetClass());
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local_slots.SendDifferences(player->weapons);
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if (player->isbot)
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{ // Bots only need weapons from KEYCONF, not INI modifications.
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P_PlaybackKeyConfWeapons(&local_slots);
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}
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else
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{
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local_slots.LocalSetup(GetClass());
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}
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local_slots.SendDifferences(int(player - players), player->weapons);
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}
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}
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}
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