- Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
SVN r3469 (trunk)
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5 changed files with 29 additions and 10 deletions
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@ -171,13 +171,13 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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if ((damage > 0) && (ArmorType != NAME_None)) // BasicArmor is not going to have any damage factor, so skip it.
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{
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// This code is taken and adapted from APowerProtection::ModifyDamage().
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// The differences include not checking for the NAME_None key (doesn't seem appropriate here),
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// not using a default value, and of course the way the damage factor info is obtained.
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// The differences include not using a default value, and of course the way
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// the damage factor info is obtained.
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const fixed_t *pdf = NULL;
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DmgFactors *df = PClass::FindClass(ArmorType)->ActorInfo->DamageFactors;
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if (df != NULL && df->CountUsed() != 0)
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{
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pdf = df->CheckKey(damageType);
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pdf = df->CheckFactor(damageType);
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if (pdf != NULL)
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{
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damage = newdamage = FixedMul(damage, *pdf);
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