void GiveSpawner (player_t *player, PClassInventory *type, int amount) { if (player->mo == NULL || player->health <= 0) { return; } AInventory *item = static_cast<AInventory *> (Spawn (type, player->mo->Pos(), NO_REPLACE)); if (item != NULL) { if (amount > 0) { if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup))) { if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0) { static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount; } else { static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount; } } else if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus))) { static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount; } else { item->Amount = MIN (amount, item->MaxAmount); } } item->ClearCounters(); if (!item->CallTryPickup (player->mo)) { item->Destroy (); } } }