- Fixed: You should still be able to pick up ammo that has a max amount set at 0.

- Added a few NULL screen checks.


SVN r2019 (trunk)
This commit is contained in:
Randy Heit 2009-12-11 06:20:35 +00:00
parent ee4b9ed09b
commit 20e265f8fb
4 changed files with 8 additions and 3 deletions

View file

@ -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) December 6, 2009 (Changes by Graf Zahl)
- added some code that prevents overlapping monsters from getting stuck in - added some code that prevents overlapping monsters from getting stuck in
each other. PIT_CheckThing will return true under the following contitions each other. PIT_CheckThing will return true under the following contitions

View file

@ -1843,7 +1843,7 @@ static const char logbar[] = "\n<------------------------------->\n";
void C_MidPrint (FFont *font, const char *msg) void C_MidPrint (FFont *font, const char *msg)
{ {
if (StatusBar == NULL) if (StatusBar == NULL || screen == NULL)
return; return;
if (msg != NULL) if (msg != NULL)

View file

@ -560,7 +560,7 @@ void D_Display ()
bool wipe; bool wipe;
bool hw2d; bool hw2d;
if (nodrawers) if (nodrawers || screen == NULL)
return; // for comparative timing / profiling return; // for comparative timing / profiling
cycle_t cycles; cycle_t cycles;

View file

@ -1190,7 +1190,7 @@ bool AInventory::TryPickup (AActor *&toucher)
ItemFlags &= ~IF_PICKUPGOOD; ItemFlags &= ~IF_PICKUPGOOD;
GoAwayAndDie (); 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 // Special case: If an item's MaxAmount is 0, you can still pick it
// up if it is autoactivate-able. // up if it is autoactivate-able.