From e6268bf0a213ad5bdf692c13e33f37bd851eedb9 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 22 Jun 2006 02:19:43 +0000 Subject: [PATCH] - Fixed: DF_NO_COOP_WEAPON_SPAWN was handled backwardly. SVN r212 (trunk) --- docs/rh-log.txt | 1 + src/m_options.cpp | 2 +- src/p_mobj.cpp | 2 +- 3 files changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 18e6ba051..9fed896cc 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,5 @@ June 21, 2006 +- Fixed: DF_NO_COOP_WEAPON_SPAWN was handled backwardly. - Fixed: G_InitLevelLocals() needs to OR in the crouching bits, otherwise it discards the jumping bits. - ProcessActor() now sets C mode before retrieving the actor's name. diff --git a/src/m_options.cpp b/src/m_options.cpp index 3845650fd..96f2da567 100644 --- a/src/m_options.cpp +++ b/src/m_options.cpp @@ -945,7 +945,7 @@ static menuitem_t DMFlagsItems[] = { { bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} }, { redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} }, { whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} }, - { bitflag, "Spawn multi. weapons", {&dmflags},{1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} }, + { bitflag, "Spawn multi. weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} }, { bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} }, { bitflag, "Keep keys", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_KEYS} }, { bitflag, "Keep weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_WEAPONS} }, diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 838897bf7..4caf4caef 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -3725,7 +3725,7 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position) return; // [RH] don't spawn extra weapons in coop if so desired - if (multiplayer && !deathmatch && !(dmflags&DF_NO_COOP_WEAPON_SPAWN)) + if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN)) { if (i->IsDescendantOf (RUNTIME_CLASS(AWeapon))) {