- fixed: powered up weapons must not be added to the weapon slots.

SVN r3612 (trunk)
This commit is contained in:
Christoph Oelckers 2012-05-01 10:30:08 +00:00
parent 1656744827
commit 81b4f782f7
1 changed files with 1 additions and 0 deletions

View File

@ -1192,6 +1192,7 @@ void FWeaponSlots::AddExtraWeapons()
(cls->ActorInfo->GameFilter == GAME_Any || (cls->ActorInfo->GameFilter & gameinfo.gametype)) && (cls->ActorInfo->GameFilter == GAME_Any || (cls->ActorInfo->GameFilter & gameinfo.gametype)) &&
cls->ActorInfo->Replacement == NULL && // Replaced weapons don't get slotted. cls->ActorInfo->Replacement == NULL && // Replaced weapons don't get slotted.
cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)) && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)) &&
!(static_cast<AWeapon*>(GetDefaultByType(cls))->WeaponFlags & WIF_POWERED_UP) &&
!LocateWeapon(cls, NULL, NULL) // Don't duplicate it if it's already present. !LocateWeapon(cls, NULL, NULL) // Don't duplicate it if it's already present.
) )
{ {