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- Added inventory-based damage modification to APoisonCloud::DoSpecialDamage() and P_PoisonDamage().
SVN r3718 (trunk)
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e1641da881
commit
1346f136f2
2 changed files with 16 additions and 9 deletions
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@ -343,6 +343,11 @@ int APoisonCloud::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
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{
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damage = (int)((float)damage * level.teamdamage);
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}
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (victim->Inventory != NULL)
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{
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victim->Inventory->ModifyDamage(damage, damagetype, damage, true);
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}
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// Modify with damage factors
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damage = FixedMul(damage, victim->DamageFactor);
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if (damage > 0)
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@ -1566,18 +1566,20 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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// Take half damage in trainer mode
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damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
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}
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (target->Inventory != NULL)
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{
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target->Inventory->ModifyDamage(damage, player->poisontype, damage, true);
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}
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// Modify with damage factors
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damage = FixedMul(damage, target->DamageFactor);
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if (damage > 0)
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{
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damage = FixedMul(damage, target->DamageFactor);
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if (damage > 0)
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{
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damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, player->poisontype, target->GetClass()->ActorInfo->DamageFactors);
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}
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if (damage <= 0)
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{ // Damage was reduced to 0, so don't bother further.
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return;
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}
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damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, player->poisontype, target->GetClass()->ActorInfo->DamageFactors);
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}
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if (damage <= 0)
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{ // Damage was reduced to 0, so don't bother further.
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return;
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}
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if (damage >= player->health
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&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
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