Merge pull request #333 from MajorCooke/laxtelefragdmg

* Added LAXTELEFRAGDMG. This flag forces all damage to be factored, …
This commit is contained in:
coelckers 2015-06-02 19:46:06 +02:00
commit c1bbd81762
3 changed files with 16 additions and 8 deletions

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@ -372,6 +372,7 @@ enum ActorFlag7
MF7_FLYCHEAT = 0x00020000, // must be part of the actor so that it can be tracked properly
MF7_NODECAL = 0x00040000, // [ZK] Forces puff to have no impact decal
MF7_FORCEDECAL = 0x00080000, // [ZK] Forces puff's decal to override the weapon's.
MF7_LAXTELEFRAGDMG = 0x00100000, // [MC] Telefrag damage can be reduced.
};
// --- mobj.renderflags ---

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@ -946,6 +946,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
bool forcedPain = false;
int fakeDamage = 0;
int holdDamage = 0;
int rawdamage = damage;
if (damage < 0) damage = 0;
@ -980,7 +981,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
}
return -1;
}
if ((target->flags2 & MF2_INVULNERABLE) && (damage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
// [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything
// different here. At any rate, invulnerable is being checked before type factoring, which is then being
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
if ((target->flags2 & MF2_INVULNERABLE) && (rawdamage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
{ // actor is invulnerable
if (target->player == NULL)
{
@ -1040,7 +1045,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
return -1;
}
if (damage < TELEFRAG_DAMAGE) // TELEFRAG_DAMAGE may not be reduced at all or it may not guarantee its effect.
if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with NOTELEFRAGPIERCE or it may not guarantee its effect.
{
if (player && damage > 1)
{
@ -1218,7 +1223,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{
if (player)
FriendlyFire = true;
if (damage < TELEFRAG_DAMAGE)
if (rawdamage < TELEFRAG_DAMAGE) //Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
{ // Still allow telefragging :-(
damage = (int)((float)damage * level.teamdamage);
if (damage < 0)
@ -1261,7 +1266,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_FORCED))
{
// check the real player, not a voodoo doll here for invulnerability effects
if ((damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
if ((rawdamage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) ||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
@ -1286,7 +1291,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{
player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
}
if (damage < TELEFRAG_DAMAGE)
if ((rawdamage < TELEFRAG_DAMAGE) || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
{
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
damage = newdam;
@ -1305,7 +1310,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
}
}
if (damage >= player->health && damage < TELEFRAG_DAMAGE
if (damage >= player->health && rawdamage < TELEFRAG_DAMAGE
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
&& !player->morphTics)
{ // Try to use some inventory health
@ -1329,7 +1334,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead.
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (rawdamage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
{
// If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1;
@ -1394,7 +1399,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (target->health <= 0)
{
//[MC]Buddha flag for monsters.
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (rawdamage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
{ //FOILBUDDHA or Telefrag damage must kill it.
target->health = 1;
}

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@ -258,6 +258,8 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF7, NODECAL, AActor, flags7),
DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),