- Added Skulltag's HQ resite feature

- removed special handling for old ZSBSPs that threw out overlapping linedefs.
  If such nodes are encountered now a rebuild is forced instead of trying to
  work with the broken data.

- Update to ZDoom r1333:

- Added Karate Chris's new DMFlags submission.
- Fixed: The correct player class was not remembered when the menu had both
  a player class selection menu and an episode menu.
- Fixed: AddToConsole could write outside its working buffer.
- Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase.
- Fixed: When picking up weapons the code did not check if it should switch away
  from weak weapons.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@279 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2008-12-28 13:27:13 +00:00
parent 9ed7dd7fa3
commit 9446999c4c
39 changed files with 583 additions and 300 deletions

View file

@ -686,6 +686,31 @@ AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
return best;
}
//===========================================================================
//
// APlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================
void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
{
if (!player->userinfo.neverswitch &&
player->PendingWeapon == WP_NOCHANGE &&
(player->ReadyWeapon == NULL ||
(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
{
AWeapon *best = BestWeapon (ammotype);
if (best != NULL && (player->ReadyWeapon == NULL ||
best->SelectionOrder < player->ReadyWeapon->SelectionOrder))
{
player->PendingWeapon = best;
}
}
}
//===========================================================================
//
// APlayerPawn :: GiveDeathmatchInventory