- fixed FORCEPAIN logic.
SVN r1650 (trunk)
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parent
28378a50aa
commit
16bf1ef6d0
3 changed files with 26 additions and 17 deletions
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@ -878,6 +878,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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player_t *player = NULL;
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fixed_t thrust;
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int temp;
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int painchance = 0;
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FState * woundstate = NULL;
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PainChanceList * pc = NULL;
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if (target == NULL || !(target->flags & MF_SHOOTABLE))
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{ // Shouldn't happen
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@ -1233,7 +1236,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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FState * woundstate = target->FindState(NAME_Wound, mod);
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woundstate = target->FindState(NAME_Wound, mod);
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if (woundstate != NULL)
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{
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int woundhealth = RUNTIME_TYPE(target)->Meta.GetMetaInt (AMETA_WoundHealth, 6);
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@ -1244,9 +1247,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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}
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PainChanceList * pc = target->GetClass()->ActorInfo->PainChances;
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int painchance = target->PainChance;
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pc = target->GetClass()->ActorInfo->PainChances;
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painchance = target->PainChance;
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if (pc != NULL)
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{
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BYTE * ppc = pc->CheckKey(mod);
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