diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 39d0523242..869f0c6d05 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,3 +1,8 @@ +December 11, 2009 +- Fixed: You should still be able to pick up ammo that has a max amount set + at 0. +- Added a few NULL screen checks. + December 6, 2009 (Changes by Graf Zahl) - added some code that prevents overlapping monsters from getting stuck in each other. PIT_CheckThing will return true under the following contitions diff --git a/src/c_console.cpp b/src/c_console.cpp index ef06baa6a7..324fad660c 100644 --- a/src/c_console.cpp +++ b/src/c_console.cpp @@ -1843,7 +1843,7 @@ static const char logbar[] = "\n<------------------------------->\n"; void C_MidPrint (FFont *font, const char *msg) { - if (StatusBar == NULL) + if (StatusBar == NULL || screen == NULL) return; if (msg != NULL) diff --git a/src/d_main.cpp b/src/d_main.cpp index 70db2f0508..0aa0b1baf1 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -560,7 +560,7 @@ void D_Display () bool wipe; bool hw2d; - if (nodrawers) + if (nodrawers || screen == NULL) return; // for comparative timing / profiling cycle_t cycles; diff --git a/src/g_shared/a_pickups.cpp b/src/g_shared/a_pickups.cpp index eb00377938..201d83e5f5 100644 --- a/src/g_shared/a_pickups.cpp +++ b/src/g_shared/a_pickups.cpp @@ -1190,7 +1190,7 @@ bool AInventory::TryPickup (AActor *&toucher) ItemFlags &= ~IF_PICKUPGOOD; GoAwayAndDie (); } - else if (MaxAmount == 0) + else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo))) { // Special case: If an item's MaxAmount is 0, you can still pick it // up if it is autoactivate-able.