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Hardcoded the cork's stun-you-even-while-flashing behaviour
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1 changed files with 6 additions and 5 deletions
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@ -3390,9 +3390,11 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability
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|| player->powers[pw_super])
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{
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if (force || (inflictor && (inflictor->flags & MF_MISSILE)
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&& (inflictor->flags2 & MF2_SUPERFIRE)
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&& player->powers[pw_super]))
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if (force
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|| (player->powers[pw_super]
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&& inflictor && inflictor->flags & MF_MISSILE && inflictor->flags2 & MF2_SUPERFIRE) // Super Sonic is stunned!
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|| (player->powers[pw_flashing]
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&& source && source->type == MT_FANG && inflictor && inflictor->type == MT_CORK)) // Fang's cork bullets knock you back even when flashing
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{
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#ifdef HAVE_BLUA
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if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
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@ -3400,8 +3402,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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P_SuperDamage(player, inflictor, source, damage);
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return true;
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}
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else
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return false;
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return false;
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}
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#ifdef HAVE_BLUA
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else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
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