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- Added ICESHATTER flag.
- Any inflictor with this flag can break ice corpses
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3 changed files with 4 additions and 5 deletions
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@ -373,6 +373,7 @@ enum ActorFlag7
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MF7_NODECAL = 0x00040000, // [ZK] Forces puff to have no impact decal
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MF7_FORCEDECAL = 0x00080000, // [ZK] Forces puff's decal to override the weapon's.
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MF7_LAXTELEFRAGDMG = 0x00100000, // [MC] Telefrag damage can be reduced.
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MF7_ICESHATTER = 0x00200000, // [MC] Shatters ice corpses regardless of damagetype.
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};
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// --- mobj.renderflags ---
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@ -970,7 +970,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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}
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if (target->health <= 0)
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{
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if (inflictor && mod == NAME_Ice)
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if (inflictor && mod == NAME_Ice && !(inflictor->flags7 & MF7_ICESHATTER))
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{
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return -1;
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}
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@ -253,12 +253,10 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF7, HITTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, HITMASTER, AActor, flags7),
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DEFINE_FLAG(MF7, HITTRACER, AActor, flags7),
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// [ZK] Decal flags
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DEFINE_FLAG(MF7, NODECAL, AActor, flags7),
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DEFINE_FLAG(MF7, NODECAL, AActor, flags7), // [ZK] Decal flags
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DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
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DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
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DEFINE_FLAG(MF7, ICESHATTER, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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