- Added DMSS_NOPROTECT.

Bypasses PowerProtection inventory items.
This commit is contained in:
MajorCooke 2014-10-27 22:29:10 -05:00
parent f802d7a44c
commit c01d1a8003
4 changed files with 10 additions and 5 deletions

View File

@ -1053,8 +1053,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
return -1;
}
}
// Handle passive damage modifiers (e.g. PowerProtection)
if (target->Inventory != NULL)
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
if ((target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
{
int olddam = damage;
target->Inventory->ModifyDamage(olddam, mod, damage, true);
@ -1592,7 +1592,7 @@ bool AActor::OkayToSwitchTarget (AActor *other)
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
{
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE) || (player->cheats & CF_GODMODE2))
{
return false;
}
@ -1643,8 +1643,8 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
{
return;
}
if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE)))
if ((damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) || (player->cheats & CF_GODMODE2))
{ // target is invulnerable
return;
}

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@ -560,6 +560,7 @@ enum EDmgFlags
DMG_PLAYERATTACK = 32,
DMG_FOILINVUL = 64,
DMG_FOILBUDDHA = 128,
DMG_NO_PROTECT = 256,
};

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@ -4832,6 +4832,7 @@ enum DMSS
DMSS_KILL = 4,
DMSS_NOFACTOR = 8,
DMSS_FOILBUDDHA = 16,
DMSS_NOPROTECT = 32,
};
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
@ -4847,6 +4848,8 @@ static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageTy
dmgFlags += DMG_NO_ARMOR;
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
amount += dmgtarget->health;
if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
dmgFlags += DMG_NO_PROTECT;
if (amount > 0)
P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.

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@ -383,6 +383,7 @@ const int DMSS_AFFECTARMOR = 2;
const int DMSS_KILL = 4;
const int DMSS_NOFACTOR = 8;
const int DMSS_FOILBUDDHA = 16;
const int DMSS_NOPROTECT = 32;
// Flags for A_AlertMonsters
const int AMF_TARGETEMITTER = 1;