Make the respawn invulnerability APowerInvulnerable persist through a ClearInventory by making it undroppable

This commit is contained in:
Kyle Evans 2014-12-03 17:04:47 -05:00
parent 689b39ed30
commit fcc491f735
1 changed files with 2 additions and 1 deletions

View File

@ -4445,7 +4445,8 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
{ {
APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable))); APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
invul->EffectTics = 3*TICRATE; invul->EffectTics = 3*TICRATE;
invul->BlendColor = 0; // don't mess with the view invul->BlendColor = 0; // don't mess with the view
invul->ItemFlags |= IF_UNDROPPABLE; // Don't drop this
p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
} }