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- Fixed: AActor::CopyFriendliness must not copy the target if it has the
MF3_NOTARGET flag set. - Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as in other modes. SVN r547 (trunk)
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3 changed files with 13 additions and 1 deletions
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@ -1,3 +1,9 @@
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September 25, 2007 (Changes by Graf Zahl)
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- Fixed: AActor::CopyFriendliness must not copy the target if it has the
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MF3_NOTARGET flag set.
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- Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as
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in other modes.
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September 23, 2007 (Changes by Graf Zahl)
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- fixed: The #include command in DECORATE always tried to look up the name
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as a normal WAD lump name. It only should do that if the name is not longer
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@ -248,6 +248,12 @@ AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
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{
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return NULL;
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}
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// [BC] This behavior is from the original Doom. Give 5/2 times as much ammo when
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// we pick up a weapon in deathmatch.
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if (( deathmatch ) && ( gameinfo.gametype == GAME_Doom ))
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amount = amount * 5 / 2;
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// extra ammo in baby mode and nightmare mode
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if (!(this->ItemFlags&IF_IGNORESKILL))
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{
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@ -866,7 +866,7 @@ void AActor::CopyFriendliness (const AActor *other, bool changeTarget)
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flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
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flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
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FriendPlayer = other->FriendPlayer;
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if (changeTarget)
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if (changeTarget && !(other->target->flags3 & MF3_NOTARGET))
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{
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// LastHeard must be set as well so that A_Look can react to the new target if called
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LastHeard = target = other->target;
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