- Changed increased lightning damage for Centaurs into a damage factor.

- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
  types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.


SVN r1130 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-08 15:18:23 +00:00
commit e010561088
19 changed files with 918 additions and 1047 deletions

View file

@ -1201,7 +1201,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (!(target->flags5 & MF5_NOPAIN) && (pr_damagemobj() < painchance) && !(target->flags & MF_SKULLFLY))
{
if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(ALightning)))
if (mod == NAME_Electric)
{
if (pr_lightning() < 96)
{
@ -1223,7 +1223,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
target->flags |= MF_JUSTHIT; // fight back!
FState * painstate = target->FindState(NAME_Pain, mod);
if (painstate != NULL) target->SetState (painstate);
if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(APoisonCloud)))
if (mod == NAME_PoisonCloud)
{
if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
{