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- fixed: damage of amount TELEFRAG_DAMAGE should not be reduced by armors absorbing some damage, it'd lose its magic-ness, that is needed to ensure a guaranteed kill. The same applies to autousing health items.
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1 changed files with 8 additions and 3 deletions
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@ -1218,8 +1218,13 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
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{
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int newdam = damage;
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player->mo->Inventory->AbsorbDamage (damage, mod, newdam);
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damage = newdam;
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player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
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if (damage < TELEFRAG_DAMAGE)
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{
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// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
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damage = newdam;
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}
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if (damage <= 0)
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{
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// If MF6_FORCEPAIN is set, make the player enter the pain state.
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@ -1232,7 +1237,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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}
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}
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if (damage >= player->health
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if (damage >= player->health && damage < TELEFRAG_DAMAGE &&
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&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
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&& !player->morphTics)
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{ // Try to use some inventory health
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