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- Fixed: ACS translations were loaded into the wrong slot after restoring a
savegame. - Fixed exploit: Dropping ammo at baby and nightmare skill levels would give you back more than you dropped. SVN r706 (trunk)
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4 changed files with 25 additions and 5 deletions
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@ -1,3 +1,9 @@
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January 14, 2008
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- Fixed: ACS translations were loaded into the wrong slot after restoring a
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savegame.
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- Fixed exploit: Dropping ammo at baby and nightmare skill levels would give
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you back more than you dropped.
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January 13, 2008 (Changes by Graf Zahl)
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- Moved A_Punch from Inventory to Actor. Apparently there are WADs that use it
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for monsters. The function works fine for monsters as it is.
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@ -2744,15 +2744,11 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
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{
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while (arc << w, w != 0xffff)
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{
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if (w >= MAX_ACS_TRANSLATIONS)
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{ // hack hack to avoid crashing
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w = 0;
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}
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trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
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if (trans == NULL)
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{
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trans = new FRemapTable;
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translationtables[TRANSLATION_LevelScripted].SetVal(t, trans);
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translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
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}
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trans->Serialize(arc);
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}
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@ -160,6 +160,23 @@ AInventory *AAmmo::CreateCopy (AActor *other)
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return copy;
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}
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//===========================================================================
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//
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// AAmmo :: CreateTossable
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//
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//===========================================================================
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AInventory *AAmmo::CreateTossable()
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{
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AInventory *copy = Super::CreateTossable();
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if (copy != NULL)
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{ // Do not increase ammo by dropping it and picking it back up at
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// certain skill levels.
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copy->ItemFlags |= IF_IGNORESKILL;
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}
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return copy;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_GiveBody
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@ -190,6 +190,7 @@ public:
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AInventory *CreateCopy (AActor *other);
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bool HandlePickup (AInventory *item);
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const PClass *GetParentAmmo () const;
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AInventory *CreateTossable ();
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int BackpackAmount, BackpackMaxAmount;
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};
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