- added FDARI*s damagetype fix
SVN r3533 (trunk)
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4637ed53fa
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5 changed files with 12 additions and 5 deletions
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@ -562,7 +562,6 @@ DamageTypeDefinition *DamageTypeDefinition::Get(FName const type)
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bool DamageTypeDefinition::IgnoreArmor(FName const type)
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{
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if (type == NAME_Drowning) return true;
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DamageTypeDefinition *dtd = Get(type);
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if (dtd) return dtd->NoArmor;
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return false;
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@ -609,12 +608,11 @@ int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const type, Dm
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{
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fixed_t const *pdf = factors->CheckKey(NAME_None);
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DamageTypeDefinition *dtd = Get(type);
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// Here we are looking for modifications to untyped damage
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// If the calling actor defines untyped damage factor, that is contained in "pdf".
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if (pdf) // normal damage available
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{
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DamageTypeDefinition *dtd = Get(type);
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if (dtd)
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{
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if (dtd->ReplaceFactor) return FixedMul(damage, dtd->DefaultFactor); // use default instead of untyped factor
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@ -622,6 +620,10 @@ int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName const type, Dm
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}
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return FixedMul(damage, *pdf); // there was no default, so actor default is used
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}
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else if (dtd)
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{
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return FixedMul(damage, dtd->DefaultFactor); // implicit untyped factor 1.0 does not need to be applied/replaced explicitly
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}
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}
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return damage;
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}
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