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- enable damage types for Strife's delayed damage. It will always use the type of damage that was last encountered.
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commit
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3 changed files with 11 additions and 4 deletions
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@ -422,6 +422,7 @@ public:
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int killcount, itemcount, secretcount; // for intermission
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int killcount, itemcount, secretcount; // for intermission
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int damagecount, bonuscount;// for screen flashing
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int damagecount, bonuscount;// for screen flashing
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int hazardcount; // for delayed Strife damage
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int hazardcount; // for delayed Strife damage
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FName hazardtype; // Damage type of last hazardous damage encounter.
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int poisoncount; // screen flash for poison damage
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int poisoncount; // screen flash for poison damage
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FName poisontype; // type of poison damage to apply
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FName poisontype; // type of poison damage to apply
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FName poisonpaintype; // type of Pain state to enter for poison damage
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FName poisonpaintype; // type of Pain state to enter for poison damage
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@ -458,6 +458,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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if (sector->Flags & SECF_HAZARD)
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if (sector->Flags & SECF_HAZARD)
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{
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{
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player->hazardcount += sector->damageamount;
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player->hazardcount += sector->damageamount;
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player->hazardtype = sector->damagetype;
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}
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}
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else
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else
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{
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{
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@ -1231,7 +1232,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
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break;
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break;
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case sDamage_Hellslime:
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case sDamage_Hellslime:
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P_SetupSectorDamage(sector, 2, 1, 0, NAME_None, SECF_HAZARD);
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P_SetupSectorDamage(sector, 2, 1, 0, NAME_Slime, SECF_HAZARD);
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break;
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break;
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case Damage_InstantDeath:
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case Damage_InstantDeath:
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@ -1240,7 +1241,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
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break;
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break;
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case sDamage_SuperHellslime:
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case sDamage_SuperHellslime:
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P_SetupSectorDamage(sector, 4, 1, 0, NAME_None, SECF_HAZARD);
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P_SetupSectorDamage(sector, 4, 1, 0, NAME_Slime, SECF_HAZARD);
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break;
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break;
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case Sector_Hidden:
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case Sector_Hidden:
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@ -362,6 +362,7 @@ player_t &player_t::operator=(const player_t &p)
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damagecount = p.damagecount;
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damagecount = p.damagecount;
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bonuscount = p.bonuscount;
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bonuscount = p.bonuscount;
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hazardcount = p.hazardcount;
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hazardcount = p.hazardcount;
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hazardtype = p.hazardtype;
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poisoncount = p.poisoncount;
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poisoncount = p.poisoncount;
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poisontype = p.poisontype;
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poisontype = p.poisontype;
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poisonpaintype = p.poisonpaintype;
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poisonpaintype = p.poisonpaintype;
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@ -2599,7 +2600,7 @@ void P_PlayerThink (player_t *player)
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{
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{
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player->hazardcount--;
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player->hazardcount--;
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if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
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if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
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P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
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P_DamageMobj (player->mo, NULL, NULL, 5, player->hazardtype);
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}
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}
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if (player->poisoncount && !(level.time & 15))
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if (player->poisoncount && !(level.time & 15))
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@ -3012,7 +3013,11 @@ void player_t::Serialize (FArchive &arc)
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<< air_finished
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<< air_finished
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<< turnticks
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<< turnticks
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<< oldbuttons;
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<< oldbuttons;
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bool IsBot;
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if (SaveVersion >= 4929)
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{
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arc << hazardtype;
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}
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bool IsBot = false;
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if (SaveVersion >= 4514)
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if (SaveVersion >= 4514)
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{
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{
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arc << Bot;
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arc << Bot;
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