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- change recent /0 fix to conform to UDMF specs
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2 changed files with 9 additions and 10 deletions
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@ -432,6 +432,10 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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auto Level = sector->Level;
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auto Level = sector->Level;
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// [RH] Apply any customizable damage
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// [RH] Apply any customizable damage
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if (sector->damageinterval <= 0)
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sector->damageinterval = 32; // repair invalid damageinterval values
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if (sector->damageamount > 0)
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if (sector->damageamount > 0)
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{
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{
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// Allow subclasses. Better would be to implement it as armor and let that reduce
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// Allow subclasses. Better would be to implement it as armor and let that reduce
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@ -452,14 +456,11 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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player->hazardtype = sector->damagetype;
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player->hazardtype = sector->damagetype;
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player->hazardinterval = sector->damageinterval;
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player->hazardinterval = sector->damageinterval;
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}
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}
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else if ((sector->damageinterval == 0) || (Level->time % sector->damageinterval == 0))
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else if (Level->time % sector->damageinterval == 0)
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{
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{
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if (!(player->cheats & (CF_GODMODE | CF_GODMODE2)))
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if (!(player->cheats & (CF_GODMODE | CF_GODMODE2)))
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{
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{
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if (sector->damageinterval == 0) // level designer seems to be a bit of a sadist, we're going to just instantly kill the player if damageamount is above 0.
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P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
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P_DamageMobj(player->mo, NULL, NULL, TELEFRAG_DAMAGE, sector->damagetype);
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else
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P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
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}
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}
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if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
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if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
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{
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{
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@ -474,11 +475,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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}
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}
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else if (sector->damageamount < 0)
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else if (sector->damageamount < 0)
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{
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{
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if (sector->damageinterval == 0)
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if (Level->time % sector->damageinterval == 0)
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{
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P_GiveBody(player->mo, 100, 100); // just fully heal the player
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}
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else if (Level->time % sector->damageinterval == 0)
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{
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{
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P_GiveBody(player->mo, -sector->damageamount, 100);
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P_GiveBody(player->mo, -sector->damageamount, 100);
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}
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}
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@ -1634,6 +1634,8 @@ class PlayerPawn : Actor
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if (player.hazardcount)
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if (player.hazardcount)
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{
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{
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player.hazardcount--;
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player.hazardcount--;
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if (player.hazardinterval <= 0)
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player.hazardinterval = 32; // repair invalid hazardinterval
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if (!(Level.maptime % player.hazardinterval) && player.hazardcount > 16*TICRATE)
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if (!(Level.maptime % player.hazardinterval) && player.hazardcount > 16*TICRATE)
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player.mo.DamageMobj (NULL, NULL, 5, player.hazardtype);
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player.mo.DamageMobj (NULL, NULL, 5, player.hazardtype);
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}
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}
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