- removed all instances of CF_POWERBUDDHA

This commit is contained in:
Rachael Alexanderson 2017-05-16 01:57:37 -04:00 committed by Christoph Oelckers
parent fe023b5ca4
commit c6946cc672
4 changed files with 9 additions and 5 deletions

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@ -211,7 +211,6 @@ typedef enum
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either. CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either. CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
CF_POWERBUDDHA = 1 << 28, // [MC] Powerup version of Buddha to prevent interference with actual cheat.
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
} cheat_t; } cheat_t;

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@ -1360,7 +1360,9 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
// but telefragging should still do enough damage to kill the player) // but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead. // Ignore players that are already dead.
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way. // [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr) || (player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD))) if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) ||
(player->mo->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr) ||
(player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
{ {
// If this is a voodoo doll we need to handle the real player as well. // If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1; player->mo->health = target->health = player->health = 1;
@ -1896,7 +1898,9 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPain
target->health -= damage; target->health -= damage;
if (target->health <= 0) if (target->health <= 0)
{ // Death { // Death
if ((((player->cheats & CF_BUDDHA|CF_POWERBUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2)) if ((((player->cheats & CF_BUDDHA) ||
(player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2) ||
(player->mo->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr))
{ // [SP] Save the player... { // [SP] Save the player...
player->health = target->health = 1; player->health = target->health = 1;
} }

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@ -2978,7 +2978,7 @@ FUNC(LS_SetPlayerProperty)
switch (arg2) switch (arg2)
{ {
case PROP_BUDDHA: case PROP_BUDDHA:
mask = CF_POWERBUDDHA; mask = CF_BUDDHA;
break; break;
case PROP_FROZEN: case PROP_FROZEN:
mask = CF_FROZEN; mask = CF_FROZEN;

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@ -2156,7 +2156,8 @@ void P_FallingDamage (AActor *actor)
{ {
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM); S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
P_NoiseAlert (actor, actor, true); P_NoiseAlert (actor, actor, true);
if (damage >= TELEFRAG_DAMAGE && (actor->player->cheats & (CF_GODMODE | CF_BUDDHA | CF_POWERBUDDHA ))) if (damage >= TELEFRAG_DAMAGE && ((actor->player->cheats & (CF_GODMODE | CF_BUDDHA) ||
(actor->FindInventory(PClass::FindActor(NAME_PowerBuddha), true) != nullptr))))
{ {
damage = 999; damage = 999;
} }