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- fixed FORCEPAIN logic.
SVN r1650 (trunk)
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parent
28378a50aa
commit
16bf1ef6d0
3 changed files with 26 additions and 17 deletions
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@ -1,4 +1,5 @@
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June 7, 2009 (Changes by Graf Zahl)
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- fixed FORCEPAIN logic.
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- added Gez's infinite ammo powerup and random spawner fix patches.
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- reduced size of Hexen's flames to fix bug in Deathkings MAP01.
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- added checks for sidedef scaling values
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@ -878,6 +878,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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player_t *player = NULL;
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fixed_t thrust;
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int temp;
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int painchance = 0;
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FState * woundstate = NULL;
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PainChanceList * pc = NULL;
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if (target == NULL || !(target->flags & MF_SHOOTABLE))
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{ // Shouldn't happen
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@ -1233,7 +1236,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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FState * woundstate = target->FindState(NAME_Wound, mod);
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woundstate = target->FindState(NAME_Wound, mod);
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if (woundstate != NULL)
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{
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int woundhealth = RUNTIME_TYPE(target)->Meta.GetMetaInt (AMETA_WoundHealth, 6);
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@ -1244,9 +1247,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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}
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PainChanceList * pc = target->GetClass()->ActorInfo->PainChances;
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int painchance = target->PainChance;
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pc = target->GetClass()->ActorInfo->PainChances;
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painchance = target->PainChance;
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if (pc != NULL)
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{
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BYTE * ppc = pc->CheckKey(mod);
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@ -1011,21 +1011,25 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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// Do damage
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damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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if (damage > 0)
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// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
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if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
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{
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P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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if ((tm.thing->flags5 & MF5_BLOODSPLATTER) &&
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!(thing->flags & MF_NOBLOOD) &&
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!(thing->flags2 & MF2_REFLECTIVE) &&
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!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) &&
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!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
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(pr_checkthing() < 192))
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if (damage > 0)
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{
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P_BloodSplatter (tm.thing->x, tm.thing->y, tm.thing->z, thing);
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}
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if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
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{
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P_TraceBleed (damage, thing, tm.thing);
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if ((tm.thing->flags5 & MF5_BLOODSPLATTER) &&
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!(thing->flags & MF_NOBLOOD) &&
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!(thing->flags2 & MF2_REFLECTIVE) &&
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!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) &&
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!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
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(pr_checkthing() < 192))
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{
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P_BloodSplatter (tm.thing->x, tm.thing->y, tm.thing->z, thing);
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}
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if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
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{
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P_TraceBleed (damage, thing, tm.thing);
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}
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}
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}
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else if (damage < 0)
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@ -3239,7 +3243,8 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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trace.Actor, srcangle, srcpitch);
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}
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}
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if (damage)
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// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
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if (damage || puff->flags6 & MF6_FORCEPAIN)
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{
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int flags = DMG_INFLICTOR_IS_PUFF;
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// Allow MF5_PIERCEARMOR on a weapon as well.
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