diff --git a/src/actor.h b/src/actor.h index 11d1a6429..f4d1604e5 100644 --- a/src/actor.h +++ b/src/actor.h @@ -342,6 +342,8 @@ enum MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag MF7_HARMFRIENDS = 0x00000020, // is allowed to harm friendly monsters. + MF7_BUDDHA = 0x00000040, // Behaves just like the buddha cheat. + MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode. // --- mobj.renderflags --- diff --git a/src/g_shared/sbar_mugshot.cpp b/src/g_shared/sbar_mugshot.cpp index 96dd07265..b8f419ef0 100644 --- a/src/g_shared/sbar_mugshot.cpp +++ b/src/g_shared/sbar_mugshot.cpp @@ -444,7 +444,7 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags) if (bNormal) { bool good; - if ((player->cheats & CF_GODMODE) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE)) + if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE)) { good = SetState((stateflags & ANIMATEDGODMODE) ? "godanimated" : "god"); } diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 5ce20f598..252e8e849 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -1322,43 +1322,52 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, if (target->health <= 0) - { // Death - target->special1 = damage; - - // use inflictor's death type if it got one. - if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType; - - // check for special fire damage or ice damage deaths - if (mod == NAME_Fire) + { + if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && (!(inflictor->flags3 & MF7_FOILBUDDHA) && !(flags & DMG_FOILBUDDHA))) + { //Make sure FOILINVUL flags work here too for monsters. Or perhaps consider a FOILBUDDHA flag... + target->health = 1; + } + else { - if (player && !player->morphTics) - { // Check for flame death - if (!inflictor || - ((target->health > -50) && (damage > 25)) || - !(inflictor->flags5 & MF5_SPECIALFIREDAMAGE)) + + // Death + target->special1 = damage; + + // use inflictor's death type if it got one. + if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType; + + // check for special fire damage or ice damage deaths + if (mod == NAME_Fire) + { + if (player && !player->morphTics) + { // Check for flame death + if (!inflictor || + ((target->health > -50) && (damage > 25)) || + !(inflictor->flags5 & MF5_SPECIALFIREDAMAGE)) + { + target->DamageType = NAME_Fire; + } + } + else { target->DamageType = NAME_Fire; } } else { - target->DamageType = NAME_Fire; + target->DamageType = mod; } - } - else - { - target->DamageType = mod; - } - if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER)) - { // Minotaur's kills go to his master - // Make sure still alive and not a pointer to fighter head - if (source->tracer->player && (source->tracer->player->mo == source->tracer)) - { - source = source->tracer; + if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER)) + { // Minotaur's kills go to his master + // Make sure still alive and not a pointer to fighter head + if (source->tracer->player && (source->tracer->player->mo == source->tracer)) + { + source = source->tracer; + } } + target->Die (source, inflictor, flags); + return damage; } - target->Die (source, inflictor, flags); - return damage; } woundstate = target->FindState(NAME_Wound, mod); diff --git a/src/thingdef/thingdef_data.cpp b/src/thingdef/thingdef_data.cpp index b8ee13fd5..90c3313a6 100644 --- a/src/thingdef/thingdef_data.cpp +++ b/src/thingdef/thingdef_data.cpp @@ -242,6 +242,8 @@ static FFlagDef ActorFlags[]= DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7), DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7), DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7), + DEFINE_FLAG(MF7, BUDDHA, AActor, flags7), + DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7), // Effect flags DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),