diff --git a/src/p_inter.c b/src/p_inter.c index af8b90040..b7f581abb 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -2920,7 +2920,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; // Don't hit yourself with your own paraloop, baka if (source && source->player && !cv_friendlyfire.value && (gametype == GT_COOP - || (G_GametypeHasTeams() && target->player->ctfteam == source->player->ctfteam))) + || (G_GametypeHasTeams() && player->ctfteam == source->player->ctfteam))) return false; // Don't run eachother over in special stages and team games and such } #ifdef HAVE_BLUA @@ -2995,7 +2995,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da else if (LUAh_MobjDamage(target, inflictor, source, damage)) return true; #endif - else if (!player->powers[pw_super] && (player->powers[pw_shield] || player->bot)) //If One-Hit Shield + else if (player->powers[pw_shield] || player->bot) //If One-Hit Shield { P_ShieldDamage(player, inflictor, source, damage, damagetype); damage = 0; @@ -3005,22 +3005,19 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da damage = player->rings; P_RingDamage(player, inflictor, source, damage, damagetype); } + // To reduce griefing potential, don't allow players to be killed + // by friendly fire. Spilling their rings and other items is enough. + else if (!force && G_GametypeHasTeams() + && source && source->player && (source->player->ctfteam == player->ctfteam) + && cv_friendlyfire.value) + { + damage = 0; + P_ShieldDamage(player, inflictor, source, damage, damagetype); + } else // No shield, no rings, no invincibility. { - // To reduce griefing potential, don't allow players to be killed - // by friendly fire. Spilling their rings and other items is enough. - if (force || !(G_GametypeHasTeams() - && source && source->player && (source->player->ctfteam == player->ctfteam) - && cv_friendlyfire.value)) - { - damage = 1; - P_KillPlayer(player, source, damage); - } - else - { - damage = 0; - P_ShieldDamage(player, inflictor, source, damage, damagetype); - } + damage = 1; + P_KillPlayer(player, source, damage); } if (damagetype & DMG_DEATHMASK)