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- removed all instances of CF_POWERBUDDHA
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4 changed files with 9 additions and 5 deletions
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@ -211,7 +211,6 @@ typedef enum
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CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
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CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
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CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
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CF_POWERBUDDHA = 1 << 28, // [MC] Powerup version of Buddha to prevent interference with actual cheat.
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CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
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} cheat_t;
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@ -1360,7 +1360,9 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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// but telefragging should still do enough damage to kill the player)
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// Ignore players that are already dead.
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// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
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if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr) || (player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
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if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) ||
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(player->mo->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr) ||
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(player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
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{
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// If this is a voodoo doll we need to handle the real player as well.
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player->mo->health = target->health = player->health = 1;
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@ -1896,7 +1898,9 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPain
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target->health -= damage;
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if (target->health <= 0)
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{ // Death
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if ((((player->cheats & CF_BUDDHA|CF_POWERBUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2))
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if ((((player->cheats & CF_BUDDHA) ||
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(player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2) ||
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(player->mo->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr))
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{ // [SP] Save the player...
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player->health = target->health = 1;
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}
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@ -2978,7 +2978,7 @@ FUNC(LS_SetPlayerProperty)
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switch (arg2)
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{
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case PROP_BUDDHA:
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mask = CF_POWERBUDDHA;
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mask = CF_BUDDHA;
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break;
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case PROP_FROZEN:
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mask = CF_FROZEN;
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@ -2156,7 +2156,8 @@ void P_FallingDamage (AActor *actor)
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{
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S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
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P_NoiseAlert (actor, actor, true);
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if (damage >= TELEFRAG_DAMAGE && (actor->player->cheats & (CF_GODMODE | CF_BUDDHA | CF_POWERBUDDHA )))
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if (damage >= TELEFRAG_DAMAGE && ((actor->player->cheats & (CF_GODMODE | CF_BUDDHA) ||
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(actor->FindInventory(PClass::FindActor(NAME_PowerBuddha), true) != nullptr))))
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{
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damage = 999;
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}
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