[2.1.7] 'sv_noitems'

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Karate Chris
Posts: 307
Joined: Wed Aug 23, 2006 7:58 am

[2.1.7] 'sv_noitems'

Post by Karate Chris »

When 'sv_noitems' is set to 'true' it doesn't work.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

This option has been inactive since the inventory overhaul and I'm afraid is not so easy to re-implement so for now it will stay as it is.
Karate Chris
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Joined: Wed Aug 23, 2006 7:58 am

Post by Karate Chris »

I wondered why it was commented out. :wink:
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Marcus101RR
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Post by Marcus101RR »

Okay well exclude that from my dmflags bug. I reported it since dmflags for power ups and armor did not work. I am wondering why that dmflag doesn't work anymore.
Karate Chris
Posts: 307
Joined: Wed Aug 23, 2006 7:58 am

Post by Karate Chris »

The following code stopped the powerups respawing for me.

Find:

Code: Select all

		if (dmflags & DF_NO_ITEMS)
		{
//			if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact)))
//				return;
		}
Replace With:

Code: Select all

		if (dmflags & DF_NO_ITEMS)
		{
			if (i->IsDescendantOf (RUNTIME_CLASS(APowerupGiver)))
				return;
		}
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
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Location: Germany

Post by Graf Zahl »

Sorry, it's not the same and will create problems. sv_noitems only disabled items that went into the player's inventory and these are handled differently now.
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Marcus101RR
Posts: 250
Joined: Sun Jul 08, 2007 10:59 am
Graphics Processor: nVidia (Modern GZDoom)
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Post by Marcus101RR »

Graf Zahl wrote:Sorry, it's not the same and will create problems. sv_noitems only disabled items that went into the player's inventory and these are handled differently now.
So why not remove Keep Armor, Keep PowerUps dmflags completely?
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