- enable damage types for Strife's delayed damage. It will always use the type of damage that was last encountered.

This commit is contained in:
Christoph Oelckers 2016-01-06 13:36:22 +01:00
commit 6afd76e5db
3 changed files with 11 additions and 4 deletions

View file

@ -458,6 +458,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
if (sector->Flags & SECF_HAZARD)
{
player->hazardcount += sector->damageamount;
player->hazardtype = sector->damagetype;
}
else
{
@ -1231,7 +1232,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
break;
case sDamage_Hellslime:
P_SetupSectorDamage(sector, 2, 1, 0, NAME_None, SECF_HAZARD);
P_SetupSectorDamage(sector, 2, 1, 0, NAME_Slime, SECF_HAZARD);
break;
case Damage_InstantDeath:
@ -1240,7 +1241,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
break;
case sDamage_SuperHellslime:
P_SetupSectorDamage(sector, 4, 1, 0, NAME_None, SECF_HAZARD);
P_SetupSectorDamage(sector, 4, 1, 0, NAME_Slime, SECF_HAZARD);
break;
case Sector_Hidden: