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- added DavifPH's fix for poisoning invulnerable players.
SVN r3231 (trunk)
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3 changed files with 21 additions and 0 deletions
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@ -328,6 +328,7 @@ enum
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MF6_BOSSCUBE = 0x00800000, // Actor spawned by A_BrainSpit, flagged for timefreeze reasons.
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MF6_SEEINVISIBLE = 0x01000000, // Monsters can see invisible player.
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MF6_DONTCORPSE = 0x02000000, // [RC] Don't autoset MF_CORPSE upon death and don't force Crash state change.
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MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage.
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// --- mobj.renderflags ---
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@ -1373,6 +1373,25 @@ void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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int olddamage = target->PoisonDamageReceived;
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int oldduration = target->PoisonDurationReceived;
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// Check for invulnerability.
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if (!(inflictor->flags6 & MF6_POISONALWAYS))
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{
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if (target->flags2 & MF2_INVULNERABLE)
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{ // actor is invulnerable
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if (target->player == NULL)
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{
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if (!(inflictor->flags3 & MF3_FOILINVUL))
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{
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return;
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}
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}
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else
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{
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return;
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}
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}
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}
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target->Poisoner = source;
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if (inflictor->flags6 & MF6_ADDITIVEPOISONDAMAGE)
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@ -231,6 +231,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, NOMENU, AActor, flags6),
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DEFINE_FLAG(MF6, SEEINVISIBLE, AActor, flags6),
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DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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