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Missed a save
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1 changed files with 3 additions and 3 deletions
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@ -976,7 +976,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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{
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{
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if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
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if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
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{
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{
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if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
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if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
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{
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{
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invulpain = true; //This returns -1 later.
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invulpain = true; //This returns -1 later.
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fakeDamage = damage;
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fakeDamage = damage;
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@ -1249,7 +1249,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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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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if (((!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)) && (!(player->mo->flags5 & MF5_NOPAIN))) &&
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if (((!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)) && (!(player->mo->flags5 & MF5_NOPAIN))) &&
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(((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || (inflictor->flags7 & MF7_CAUSEPAIN)))
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(((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
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//Make sure no godmodes and NOPAIN flags are found first.
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//Make sure no godmodes and NOPAIN flags are found first.
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//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
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//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
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{
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{
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@ -1339,7 +1339,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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damage = newdam;
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damage = newdam;
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if (damage <= 0)
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if (damage <= 0)
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{
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{
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if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
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if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
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goto fakepain;
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goto fakepain;
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else
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else
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return damage;
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return damage;
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