diff --git a/src/g_level.h b/src/g_level.h index 60b371ba0..018737f09 100644 --- a/src/g_level.h +++ b/src/g_level.h @@ -563,6 +563,7 @@ enum ESkillProperty SKILLP_FriendlyHealth, SKILLP_NoPain, SKILLP_ArmorFactor, + SKILLP_HealthFactor, SKILLP_EasyKey, SKILLP_SlowMonsters, SKILLP_Infight, @@ -605,6 +606,7 @@ struct FSkillInfo bool NoPain; int Infighting; fixed_t ArmorFactor; + fixed_t HealthFactor; FSkillInfo() {} FSkillInfo(const FSkillInfo &other) diff --git a/src/g_shared/a_pickups.cpp b/src/g_shared/a_pickups.cpp index e87929677..eb2831024 100644 --- a/src/g_shared/a_pickups.cpp +++ b/src/g_shared/a_pickups.cpp @@ -236,10 +236,12 @@ bool P_GiveBody (AActor *actor, int num, int max) return true; } } - else + else if (num > 0) { if (player->health < max) { + num = FixedMul(num, G_SkillProperty(SKILLP_HealthFactor)); + if (num < 1) num = 1; player->health += num; if (player->health > max) { diff --git a/src/g_skill.cpp b/src/g_skill.cpp index 718f1cd00..bbee4ea11 100644 --- a/src/g_skill.cpp +++ b/src/g_skill.cpp @@ -84,6 +84,7 @@ void FMapInfoParser::ParseSkill () skill.NoPain = false; skill.ArmorFactor = FRACUNIT; skill.Infighting = 0; + skill.HealthFactor = FRACUNIT; sc.MustGetString(); skill.Name = sc.String; @@ -267,6 +268,12 @@ void FMapInfoParser::ParseSkill () sc.MustGetFloat(); skill.ArmorFactor = FLOAT2FIXED(sc.Float); } + else if (sc.Compare("HealthFactor")) + { + ParseAssign(); + sc.MustGetFloat(); + skill.HealthFactor = FLOAT2FIXED(sc.Float); + } else if (sc.Compare("NoInfighting")) { skill.Infighting = LEVEL2_NOINFIGHTING;