From e07fbd9a6edccb8e6ba683ef701222b5804695bf Mon Sep 17 00:00:00 2001 From: James R Date: Fri, 5 Jan 2024 19:39:23 -0800 Subject: [PATCH] Do not spawn digits for overhead item display This fixes desyncs in Battle when picking up stacks of items :D --- src/p_mobj.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 85c2f2259..718a5520d 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -6400,7 +6400,7 @@ static void P_MobjSceneryThink(mobj_t *mobj) if (!(mobj->renderflags & RF_DONTDRAW)) { - const INT32 numberdisplaymin = ((mobj->target->player->itemtype == KITEM_ORBINAUT) ? 5 : 2); + //const INT32 numberdisplaymin = ((mobj->target->player->itemtype == KITEM_ORBINAUT) ? 5 : 2); // Set it to use the correct states for its condition if (mobj->target->player->itemRoulette.active) @@ -6490,6 +6490,7 @@ static void P_MobjSceneryThink(mobj_t *mobj) mobj->tracer->destscale = scale; +#if 0 if (mobj->target->player->itemamount >= numberdisplaymin && mobj->target->player->itemamount <= 10) // Meh, too difficult to support greater than this; convert this to a decent HUD object and then maybe :V { @@ -6507,6 +6508,7 @@ static void P_MobjSceneryThink(mobj_t *mobj) P_SetScale(numx, mobj->scale); numx->destscale = scale; } +#endif #if 0 if (K_IsPlayerWanted(mobj->target->player) && mobj->movecount != 1)