- Added DMSS_NOPROTECT.
Bypasses PowerProtection inventory items.
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4 changed files with 10 additions and 5 deletions
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@ -1053,8 +1053,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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return -1;
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}
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}
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (target->Inventory != NULL)
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// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
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if ((target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
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{
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int olddam = damage;
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target->Inventory->ModifyDamage(olddam, mod, damage, true);
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@ -1592,7 +1592,7 @@ bool AActor::OkayToSwitchTarget (AActor *other)
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bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
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{
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if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
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if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE) || (player->cheats & CF_GODMODE2))
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{
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return false;
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}
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@ -1643,8 +1643,8 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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{
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return;
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}
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if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & CF_GODMODE)))
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if ((damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & CF_GODMODE))) || (player->cheats & CF_GODMODE2))
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{ // target is invulnerable
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return;
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}
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