* Added LAXTELEFRAGDMG. This flag forces all damage to be factored, regardless being above or below the telefrag threshold.

- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
This commit is contained in:
MajorCooke 2015-06-02 12:10:45 -05:00
commit 22570e079e
3 changed files with 16 additions and 8 deletions

View file

@ -258,6 +258,8 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF7, NODECAL, AActor, flags7),
DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),