- scriptified PowerIronFeet and PowerMask.
This commit is contained in:
parent
65b7e344f7
commit
616f954153
6 changed files with 56 additions and 92 deletions
|
|
@ -394,9 +394,10 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
|
|||
// Allow subclasses. Better would be to implement it as armor and let that reduce
|
||||
// the damage as part of the normal damage procedure. Unfortunately, I don't have
|
||||
// different damage types yet, so that's not happening for now.
|
||||
auto pitype = PClass::FindActor(NAME_PowerIronFeet);
|
||||
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
|
||||
{
|
||||
if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
|
||||
if (ironfeet->IsKindOf(pitype))
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -578,9 +579,10 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType)
|
|||
|
||||
if (Terrains[floorType].AllowProtection)
|
||||
{
|
||||
auto pitype = PClass::FindActor(NAME_PowerIronFeet);
|
||||
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
|
||||
{
|
||||
if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
|
||||
if (ironfeet->IsKindOf (pitype))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue