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Fixed: Friendly fire damage didn't take LAXTELEFRAGDMG into account.
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1 changed files with 3 additions and 2 deletions
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@ -1045,7 +1045,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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return -1;
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return -1;
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}
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}
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if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with NOTELEFRAGPIERCE or it may not guarantee its effect.
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if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
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{
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{
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if (player && damage > 1)
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if (player && damage > 1)
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{
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{
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@ -1221,7 +1221,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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((player && player != source->player) || (!player && target != source)) &&
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((player && player != source->player) || (!player && target != source)) &&
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target->IsTeammate (source))
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target->IsTeammate (source))
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{
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{
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if (rawdamage < TELEFRAG_DAMAGE) //Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
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//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
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if (rawdamage < TELEFRAG_DAMAGE || (target->flags7 & MF7_LAXTELEFRAGDMG))
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{ // Still allow telefragging :-(
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{ // Still allow telefragging :-(
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damage = (int)((float)damage * level.teamdamage);
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damage = (int)((float)damage * level.teamdamage);
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if (damage < 0)
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if (damage < 0)
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