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- added handling of MF3_FOILINVUL for A_BFGSpray. This function needs special treatment because the shooting player is considered the inflictor of the spray damage.
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3 changed files with 4 additions and 2 deletions
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@ -589,7 +589,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage += (pr_bfgspray() & 7) + 1;
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thingToHit = linetarget;
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash));
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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spray != NULL && (spray->flags3 & MF3_FOILINVUL)? DMG_FOILINVUL : 0);
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P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
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}
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}
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@ -965,7 +965,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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{ // actor is invulnerable
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if (target->player == NULL)
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{
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if (inflictor == NULL || !(inflictor->flags3 & MF3_FOILINVUL))
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if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
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{
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return -1;
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}
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@ -554,6 +554,7 @@ enum EDmgFlags
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DMG_FORCED = 8,
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DMG_NO_FACTOR = 16,
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DMG_PLAYERATTACK = 32,
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DMG_FOILINVUL = 64,
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};
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