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- Added: BUDDHA and FOILBUDDHA.
- Fixed: mugshot didn't take the god2 cheat into account.
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4 changed files with 41 additions and 28 deletions
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@ -342,6 +342,8 @@ enum
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MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
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MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
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MF7_HARMFRIENDS = 0x00000020, // is allowed to harm friendly monsters.
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MF7_BUDDHA = 0x00000040, // Behaves just like the buddha cheat.
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MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode.
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// --- mobj.renderflags ---
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@ -444,7 +444,7 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
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if (bNormal)
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{
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bool good;
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if ((player->cheats & CF_GODMODE) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE))
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if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE))
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{
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good = SetState((stateflags & ANIMATEDGODMODE) ? "godanimated" : "god");
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}
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@ -1322,43 +1322,52 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (target->health <= 0)
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{ // Death
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target->special1 = damage;
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// use inflictor's death type if it got one.
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if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType;
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// check for special fire damage or ice damage deaths
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if (mod == NAME_Fire)
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{
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if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && (!(inflictor->flags3 & MF7_FOILBUDDHA) && !(flags & DMG_FOILBUDDHA)))
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{ //Make sure FOILINVUL flags work here too for monsters. Or perhaps consider a FOILBUDDHA flag...
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target->health = 1;
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}
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else
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{
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if (player && !player->morphTics)
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{ // Check for flame death
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if (!inflictor ||
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((target->health > -50) && (damage > 25)) ||
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!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE))
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// Death
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target->special1 = damage;
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// use inflictor's death type if it got one.
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if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType;
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// check for special fire damage or ice damage deaths
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if (mod == NAME_Fire)
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{
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if (player && !player->morphTics)
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{ // Check for flame death
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if (!inflictor ||
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((target->health > -50) && (damage > 25)) ||
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!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE))
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{
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target->DamageType = NAME_Fire;
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}
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}
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else
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{
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target->DamageType = NAME_Fire;
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}
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}
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else
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{
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target->DamageType = NAME_Fire;
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target->DamageType = mod;
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}
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}
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else
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{
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target->DamageType = mod;
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}
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if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
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{ // Minotaur's kills go to his master
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// Make sure still alive and not a pointer to fighter head
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if (source->tracer->player && (source->tracer->player->mo == source->tracer))
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{
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source = source->tracer;
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if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
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{ // Minotaur's kills go to his master
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// Make sure still alive and not a pointer to fighter head
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if (source->tracer->player && (source->tracer->player->mo == source->tracer))
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{
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source = source->tracer;
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}
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}
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target->Die (source, inflictor, flags);
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return damage;
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}
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target->Die (source, inflictor, flags);
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return damage;
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}
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woundstate = target->FindState(NAME_Wound, mod);
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@ -242,6 +242,8 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
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DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
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DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
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DEFINE_FLAG(MF7, BUDDHA, AActor, flags7),
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DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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