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- Fixed: BUDDHA flag on a player wasn't considered.
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1 changed files with 2 additions and 2 deletions
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@ -1302,7 +1302,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
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// but telefragging should still do enough damage to kill the player)
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// Ignore players that are already dead.
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if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD)
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if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD)
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{
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// If this is a voodoo doll we need to handle the real player as well.
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player->mo->health = target->health = player->health = 1;
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@ -1744,7 +1744,7 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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target->health -= damage;
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if (target->health <= 0)
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{ // Death
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if ((player->cheats & CF_BUDDHA && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2))
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if ((((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2))
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{ // [SP] Save the player...
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player->health = target->health = 1;
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}
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