- Fixed: When giving completely new ammo, the backpack did not clamp the

amount given to the ammo's max amount.


SVN r1931 (trunk)
This commit is contained in:
Randy Heit 2009-10-24 05:02:49 +00:00
parent 1c9b693087
commit 1a6d7b6eca
2 changed files with 11 additions and 2 deletions

View file

@ -1,4 +1,6 @@
October 23, 2009
- Fixed: When giving completely new ammo, the backpack did not clamp the
amount given to the ammo's max amount.
- Fixed drawing of wide high resolution skies. (At least for the samples I
received. I'm not convinced that it's yet fixed for the general case.)

View file

@ -1569,7 +1569,7 @@ void ABackpackItem::Serialize (FArchive &arc)
AInventory *ABackpackItem::CreateCopy (AActor *other)
{
// Find every unique type of ammo. Give it to the player if
// he doesn't have it already, and double it's maximum capacity.
// he doesn't have it already, and double its maximum capacity.
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
const PClass *type = PClass::m_Types[i];
@ -1588,7 +1588,14 @@ AInventory *ABackpackItem::CreateCopy (AActor *other)
{ // The player did not have the ammo. Add it.
ammo = static_cast<AAmmo *>(Spawn (type, 0, 0, 0, NO_REPLACE));
ammo->Amount = bDepleted ? 0 : amount;
if (ammo->BackpackMaxAmount > ammo->MaxAmount) ammo->MaxAmount = ammo->BackpackMaxAmount;
if (ammo->BackpackMaxAmount > ammo->MaxAmount)
{
ammo->MaxAmount = ammo->BackpackMaxAmount;
}
if (ammo->Amount > ammo->MaxAmount)
{
ammo->Amount = ammo->MaxAmount;
}
ammo->AttachToOwner (other);
}
else