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- fixed: Handling of empty pickup messages was wrong. The old metadata code made a distinction between
an empty string and no string. To restore the original behavior the default initialization of the pickup message is now done in the DECORATE definition of Inventory. SVN r2244 (scripting)
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2 changed files with 2 additions and 3 deletions
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@ -1005,9 +1005,7 @@ void AInventory::DoPickupSpecial (AActor *toucher)
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const char *AInventory::PickupMessage ()
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{
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FString message = GetClass()->PickupMessage;
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return message.IsNotEmpty() ? message : "You got a pickup";
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return GetClass()->PickupMessage;
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}
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//===========================================================================
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@ -5,6 +5,7 @@ ACTOR Inventory native
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Inventory.InterHubAmount 1
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Inventory.UseSound "misc/invuse"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "You got a pickup."
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action native A_JumpIfNoAmmo(state label);
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action native A_CustomPunch(int damage, bool norandom = false, bool useammo = true, class<Actor> pufftype = "BulletPuff", float range = 0);
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