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- added kickback factor skill property.
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3 changed files with 13 additions and 0 deletions
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@ -497,6 +497,7 @@ enum EFSkillProperty // floating point properties
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SKILLP_Aggressiveness,
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SKILLP_MonsterHealth,
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SKILLP_FriendlyHealth,
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SKILLP_KickbackFactor,
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};
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int G_SkillProperty(ESkillProperty prop);
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@ -514,6 +515,7 @@ struct FSkillInfo
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double DamageFactor;
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double ArmorFactor;
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double HealthFactor;
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double KickbackFactor;
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bool FastMonsters;
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bool SlowMonsters;
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@ -66,6 +66,7 @@ void FMapInfoParser::ParseSkill ()
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skill.DamageFactor = 1.;
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skill.ArmorFactor = 1.;
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skill.HealthFactor = 1.;
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skill.KickbackFactor = 1.;
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skill.FastMonsters = false;
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skill.SlowMonsters = false;
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skill.DisableCheats = false;
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@ -118,6 +119,12 @@ void FMapInfoParser::ParseSkill ()
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sc.MustGetFloat ();
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skill.DamageFactor = sc.Float;
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}
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else if (sc.Compare("kickbackfactor"))
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.KickbackFactor = sc.Float;
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}
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else if (sc.Compare ("fastmonsters"))
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{
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skill.FastMonsters = true;
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@ -436,6 +443,9 @@ double G_SkillProperty(EFSkillProperty prop)
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case SKILLP_FriendlyHealth:
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return AllSkills[gameskill].FriendlyHealth;
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case SKILLP_KickbackFactor:
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return AllSkills[gameskill].KickbackFactor;
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}
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}
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return 0;
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@ -1212,6 +1212,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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else
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kickback = source->player->ReadyWeapon->Kickback;
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kickback = int(kickback * G_SkillProperty(SKILLP_KickbackFactor));
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if (kickback)
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{
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AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF))? source : inflictor;
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