- 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)
- added some code that prevents overlapping monsters from getting stuck in
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)
{
if (StatusBar == NULL)
if (StatusBar == NULL || screen == NULL)
return;
if (msg != NULL)

View file

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

View file

@ -1190,7 +1190,7 @@ bool AInventory::TryPickup (AActor *&toucher)
ItemFlags &= ~IF_PICKUPGOOD;
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
// up if it is autoactivate-able.