diff --git a/DXRCore/DeusEx/Classes/DXRActorsBase.uc b/DXRCore/DeusEx/Classes/DXRActorsBase.uc index 93ca76434..2e7b02c42 100644 --- a/DXRCore/DeusEx/Classes/DXRActorsBase.uc +++ b/DXRCore/DeusEx/Classes/DXRActorsBase.uc @@ -354,6 +354,7 @@ function Inventory MoveNextItemTo(Inventory item, vector Location, name Tag) } item.DropFrom(Location); item.Tag = Tag;// so we can find the item again later + item.bIsSecretGoal = true;// so they don't get deleted by DXRReduceItems info("MoveNextItemTo "$item$" drop from: ("$Location$"), now at ("$item.Location$"), attempts: "$i); // restore any ammo amounts for a weapon to default; Y|y: except for grenades diff --git a/DXRModules/DeusEx/Classes/DXRReduceItems.uc b/DXRModules/DeusEx/Classes/DXRReduceItems.uc index c9486e002..c0112c01a 100644 --- a/DXRModules/DeusEx/Classes/DXRReduceItems.uc +++ b/DXRModules/DeusEx/Classes/DXRReduceItems.uc @@ -113,6 +113,8 @@ function ReduceItem(Inventory a) { local int mission, scale; + if(a.bIsSecretGoal) return; + mission = Clamp(dxr.dxInfo.missionNumber, 0, ArrayCount(mission_scaling)-1); scale = mission_scaling[mission]; @@ -264,6 +266,7 @@ function ReduceSpawns(class classname, float percent) { if( PlayerPawn(a) != None ) continue; if( PlayerPawn(a.Owner) != None ) continue; + if(a.bIsSecretGoal) continue; _ReduceSpawn(Inventory(a), percent); }