Do not spawn digits for overhead item display

This fixes desyncs in Battle when picking up stacks of
items :D
This commit is contained in:
James R 2024-01-05 19:39:23 -08:00
parent d0259b0896
commit e07fbd9a6e

View file

@ -6400,7 +6400,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
if (!(mobj->renderflags & RF_DONTDRAW)) 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 // Set it to use the correct states for its condition
if (mobj->target->player->itemRoulette.active) if (mobj->target->player->itemRoulette.active)
@ -6490,6 +6490,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
mobj->tracer->destscale = scale; mobj->tracer->destscale = scale;
#if 0
if (mobj->target->player->itemamount >= numberdisplaymin 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 && 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); P_SetScale(numx, mobj->scale);
numx->destscale = scale; numx->destscale = scale;
} }
#endif
#if 0 #if 0
if (K_IsPlayerWanted(mobj->target->player) && mobj->movecount != 1) if (K_IsPlayerWanted(mobj->target->player) && mobj->movecount != 1)