- 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)
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19 changed files with 918 additions and 1047 deletions
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@ -1201,7 +1201,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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if (!(target->flags5 & MF5_NOPAIN) && (pr_damagemobj() < painchance) && !(target->flags & MF_SKULLFLY))
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{
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if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(ALightning)))
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if (mod == NAME_Electric)
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{
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if (pr_lightning() < 96)
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{
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@ -1223,7 +1223,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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target->flags |= MF_JUSTHIT; // fight back!
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FState * painstate = target->FindState(NAME_Pain, mod);
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if (painstate != NULL) target->SetState (painstate);
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if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(APoisonCloud)))
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if (mod == NAME_PoisonCloud)
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{
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if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
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{
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