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Armageddon & Sparkles confusion is no more, DMG_NUKE exists to sort that out now
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3 changed files with 6 additions and 5 deletions
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@ -1586,7 +1586,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
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else switch (inflictor->type)
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{
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case MT_PLAYER:
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if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB)
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if (damagetype == DMG_NUKE) // SH_BOMB, armageddon shield
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str = M_GetText("%s%s's armageddon blast %s %s.\n");
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else if (inflictor->player->powers[pw_invulnerability])
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str = M_GetText("%s%s's invincibility aura %s %s.\n");
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@ -376,7 +376,8 @@ typedef struct BasicFF_s
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#define DMG_FIRE 2
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#define DMG_ELECTRIC 3
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#define DMG_SPIKE 4
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//#define DMG_SPECIALSTAGE 5
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#define DMG_NUKE 5 // bomb shield
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//#define DMG_SPECIALSTAGE 6
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//// Death types - cannot be combined with damage types
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#define DMG_INSTAKILL 0x80
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#define DMG_DROWNED 0x80+1
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@ -7440,12 +7440,12 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
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mo->flags |= MF_SPECIAL|MF_SHOOTABLE;
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if (mo->type == MT_EGGGUARD && mo->tracer) //nuke Egg Guard's shield!
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P_KillMobj(mo->tracer, inflictor, source, 0);
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P_KillMobj(mo->tracer, inflictor, source, DMG_NUKE);
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if (mo->flags & MF_BOSS || mo->type == MT_PLAYER) //don't OHKO bosses nor players!
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P_DamageMobj(mo, inflictor, source, 1, 0);
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P_DamageMobj(mo, inflictor, source, 1, DMG_NUKE);
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else
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P_DamageMobj(mo, inflictor, source, 1000, 0);
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P_DamageMobj(mo, inflictor, source, 1000, DMG_NUKE);
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}
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}
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