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- 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)
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4 changed files with 8 additions and 3 deletions
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@ -1,3 +1,8 @@
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December 11, 2009
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- Fixed: You should still be able to pick up ammo that has a max amount set
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at 0.
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- Added a few NULL screen checks.
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December 6, 2009 (Changes by Graf Zahl)
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- added some code that prevents overlapping monsters from getting stuck in
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each other. PIT_CheckThing will return true under the following contitions
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@ -1843,7 +1843,7 @@ static const char logbar[] = "\n<------------------------------->\n";
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void C_MidPrint (FFont *font, const char *msg)
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{
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if (StatusBar == NULL)
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if (StatusBar == NULL || screen == NULL)
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return;
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if (msg != NULL)
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@ -560,7 +560,7 @@ void D_Display ()
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bool wipe;
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bool hw2d;
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if (nodrawers)
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if (nodrawers || screen == NULL)
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return; // for comparative timing / profiling
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cycle_t cycles;
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@ -1190,7 +1190,7 @@ bool AInventory::TryPickup (AActor *&toucher)
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ItemFlags &= ~IF_PICKUPGOOD;
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GoAwayAndDie ();
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}
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else if (MaxAmount == 0)
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else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo)))
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{
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// Special case: If an item's MaxAmount is 0, you can still pick it
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// up if it is autoactivate-able.
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