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- Fixed: Floor and ceiling huggers' velocity was wrong when used with
P_SpawnPlayerMissile. - Fixed: When hitting a voodoo doll the real player needs to be checked for invulnerability. SVN r1885 (trunk)
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3 changed files with 15 additions and 9 deletions
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@ -1,4 +1,8 @@
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September 27, 2009 (Changes by Graf Zahl)
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September 27, 2009 (Changes by Graf Zahl)
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- Fixed: Floor and ceiling huggers' velocity was wrong when used with
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P_SpawnPlayerMissile.
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- Fixed: When hitting a voodoo doll the real player needs to be checked for
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invulnerability.
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- Fixed: G_QueueBody was not notifying the translation that it was changed.
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- Fixed: G_QueueBody was not notifying the translation that it was changed.
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- Fixed: The multitexture composition code was missing a NULL pointer check.
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- Fixed: The multitexture composition code was missing a NULL pointer check.
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- fixed: The changes for new colormap handling in FMultipatchtexture were incomplete.
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- fixed: The changes for new colormap handling in FMultipatchtexture were incomplete.
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@ -1088,6 +1088,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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//
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//
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if (player)
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if (player)
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{
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{
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//Added by MC: Lets bots look allround for enemies if they survive an ambush.
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//Added by MC: Lets bots look allround for enemies if they survive an ambush.
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if (player->isbot)
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if (player->isbot)
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{
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{
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@ -1103,8 +1104,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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if (!(flags & DMG_FORCED))
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if (!(flags & DMG_FORCED))
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{
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{
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if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
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// check the real player, not a voodoo doll here for invulnerability effects
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(target->player->cheats & CF_GODMODE)))
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if (damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & CF_GODMODE)))
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{ // player is invulnerable, so don't hurt him
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{ // player is invulnerable, so don't hurt him
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return;
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return;
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}
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}
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@ -5177,16 +5177,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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vz = -finesine[pitch>>ANGLETOFINESHIFT];
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vz = -finesine[pitch>>ANGLETOFINESHIFT];
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speed = MissileActor->Speed;
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speed = MissileActor->Speed;
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MissileActor->velx = FixedMul (vx, speed);
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FVector3 vec(vx, vy, vz);
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MissileActor->vely = FixedMul (vy, speed);
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if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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{
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{
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MissileActor->velz = 0;
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vec.Z = 0;
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}
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else
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{
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MissileActor->velz = FixedMul (vz, speed);
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}
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}
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vec.Resize(speed);
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MissileActor->velx = (fixed_t)vec.X;
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MissileActor->vely = (fixed_t)vec.Y;
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MissileActor->velz = (fixed_t)vec.Z;
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if (MissileActor->flags4 & MF4_SPECTRAL)
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if (MissileActor->flags4 & MF4_SPECTRAL)
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MissileActor->health = -1;
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MissileActor->health = -1;
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