Merge commit '4f7ec3ad89' into scripting
Conflicts: src/d_main.cpp src/info.cpp src/info.h src/p_acs.cpp src/p_interaction.cpp src/p_mobj.cpp src/thingdef/thingdef_codeptr.cpp src/thingdef/thingdef_properties.cpp (scripting branch update part 5)
This commit is contained in:
commit
065c0a79cd
192 changed files with 2493 additions and 1232 deletions
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@ -945,6 +945,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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int fakeDamage = 0;
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int holdDamage = 0;
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if (damage < 0) damage = 0;
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if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
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{ // Shouldn't happen
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return -1;
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@ -1026,6 +1028,8 @@ 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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player = target->player;
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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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@ -1033,9 +1037,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// Invulnerable, and won't wake up
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return -1;
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}
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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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player = target->player;
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if (player && damage > 1)
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{
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// Take half damage in trainer mode
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@ -1111,6 +1115,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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return -1;
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}
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}
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}
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if (target->flags5 & MF5_NODAMAGE)
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{
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damage = 0;
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}
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}
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if (damage < 0)
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@ -1319,7 +1327,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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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 (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD))
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if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE))) && (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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@ -1384,7 +1392,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (target->health <= 0)
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{
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//[MC]Buddha flag for monsters.
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if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA)))
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if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
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{ //FOILBUDDHA or Telefrag damage must kill it.
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target->health = 1;
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}
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