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- fixed: AActor::ClearInventory should respect IF_KEEPDEPLETED for all items.
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03c7b10fd6
commit
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2 changed files with 2 additions and 12 deletions
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@ -170,6 +170,7 @@ xx(PuzzleItem)
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xx(PuzzleItemNumber)
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xx(HealthPickup)
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xx(autousemode)
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xx(Ammo)
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xx(AcolyteBlue)
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xx(SpectralLightningV1)
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@ -1199,18 +1199,7 @@ void AActor::ClearInventory()
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AInventory *inv = *invp;
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if (!(inv->ItemFlags & IF_UNDROPPABLE))
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{
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// For the sake of undroppable weapons, never remove ammo once
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// it has been acquired; just set its amount to 0.
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if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
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{
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AAmmo *ammo = static_cast<AAmmo*>(inv);
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ammo->Amount = 0;
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invp = &inv->Inventory;
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}
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else
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{
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inv->Destroy ();
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}
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inv->DepleteOrDestroy();
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}
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else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
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{
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