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- fixed: Dormant monsters should not be telefraggable.
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164d523eca
commit
94a04f36e5
1 changed files with 64 additions and 61 deletions
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@ -1031,87 +1031,90 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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{
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target->velx = target->vely = target->velz = 0;
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}
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if (!(flags & DMG_FORCED) && damage < TELEFRAG_DAMAGE) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
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if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
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{
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if (target->flags2 & MF2_DORMANT)
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{
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// Invulnerable, and won't wake up
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return -1;
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}
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player = target->player;
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if (player && damage > 1)
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if (damage < TELEFRAG_DAMAGE) // TELEFRAG_DAMAGE may not be reduced at all or it may not guarantee its effect.
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{
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// Take half damage in trainer mode
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damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
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}
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// Special damage types
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if (inflictor)
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{
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if (inflictor->flags4 & MF4_SPECTRAL)
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player = target->player;
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if (player && damage > 1)
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{
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if (player != NULL)
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// Take half damage in trainer mode
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damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
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}
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// Special damage types
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if (inflictor)
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{
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if (inflictor->flags4 & MF4_SPECTRAL)
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{
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if (!deathmatch && inflictor->FriendPlayer > 0)
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return -1;
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if (player != NULL)
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{
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if (!deathmatch && inflictor->FriendPlayer > 0)
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return -1;
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}
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else if (target->flags4 & MF4_SPECTRAL)
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{
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if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
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return -1;
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}
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}
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else if (target->flags4 & MF4_SPECTRAL)
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damage = inflictor->DoSpecialDamage(target, damage, mod);
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if (damage < 0)
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{
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if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
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return -1;
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return -1;
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}
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}
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damage = inflictor->DoSpecialDamage (target, damage, mod);
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if (damage < 0)
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int olddam = damage;
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if (damage > 0 && source != NULL)
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{
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return -1;
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}
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}
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damage = FixedMul(damage, source->DamageMultiply);
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int olddam = damage;
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if (damage > 0 && source != NULL)
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{
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damage = FixedMul(damage, source->DamageMultiply);
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// Handle active damage modifiers (e.g. PowerDamage)
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if (damage > 0 && source->Inventory != NULL)
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{
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source->Inventory->ModifyDamage(damage, mod, damage, false);
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}
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}
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// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
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if (damage > 0 && (target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
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{
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target->Inventory->ModifyDamage(damage, mod, damage, true);
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}
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if (damage > 0 && !(flags & DMG_NO_FACTOR))
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{
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damage = FixedMul(damage, target->DamageFactor);
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if (damage > 0)
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{
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damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
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}
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}
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if (damage >= 0)
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{
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damage = target->TakeSpecialDamage(inflictor, source, damage, mod);
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}
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// '<0' is handled below. This only handles the case where damage gets reduced to 0.
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if (damage == 0 && olddam > 0)
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{
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{ // Still allow FORCEPAIN
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if (forcedPain)
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// Handle active damage modifiers (e.g. PowerDamage)
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if (damage > 0 && source->Inventory != NULL)
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{
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goto dopain;
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source->Inventory->ModifyDamage(damage, mod, damage, false);
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}
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else if (fakedPain)
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}
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// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
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if (damage > 0 && (target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
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{
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target->Inventory->ModifyDamage(damage, mod, damage, true);
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}
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if (damage > 0 && !(flags & DMG_NO_FACTOR))
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{
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damage = FixedMul(damage, target->DamageFactor);
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if (damage > 0)
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{
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goto fakepain;
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damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
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}
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}
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if (damage >= 0)
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{
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damage = target->TakeSpecialDamage(inflictor, source, damage, mod);
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}
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// '<0' is handled below. This only handles the case where damage gets reduced to 0.
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if (damage == 0 && olddam > 0)
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{
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{ // Still allow FORCEPAIN
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if (forcedPain)
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{
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goto dopain;
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}
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else if (fakedPain)
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{
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goto fakepain;
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}
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return -1;
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}
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return -1;
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}
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}
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}
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