- enable damage types for Strife's delayed damage. It will always use the type of damage that was last encountered.
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3 changed files with 11 additions and 4 deletions
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@ -458,6 +458,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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if (sector->Flags & SECF_HAZARD)
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{
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player->hazardcount += sector->damageamount;
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player->hazardtype = sector->damagetype;
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}
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else
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{
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@ -1231,7 +1232,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
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break;
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case sDamage_Hellslime:
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P_SetupSectorDamage(sector, 2, 1, 0, NAME_None, SECF_HAZARD);
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P_SetupSectorDamage(sector, 2, 1, 0, NAME_Slime, SECF_HAZARD);
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break;
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case Damage_InstantDeath:
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@ -1240,7 +1241,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
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break;
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case sDamage_SuperHellslime:
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P_SetupSectorDamage(sector, 4, 1, 0, NAME_None, SECF_HAZARD);
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P_SetupSectorDamage(sector, 4, 1, 0, NAME_Slime, SECF_HAZARD);
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break;
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case Sector_Hidden:
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