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Shrink when dying post-finish
I started this in another commit and forgot to fully finish it. Also allows attacking bot-controlled players who won
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2cd2dae8eb
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17b8a5d603
3 changed files with 7 additions and 8 deletions
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@ -683,7 +683,8 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
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// Remove any existing controls
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memset(cmd, 0, sizeof(ticcmd_t));
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if (gamestate != GS_LEVEL)
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if (gamestate != GS_LEVEL
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|| player->mo->scale == 0) // funny post-finish death
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{
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// No need to do anything else.
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return;
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@ -1650,7 +1650,8 @@ static boolean P_KillPlayer(player_t *player, UINT8 type)
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{
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if (player->exiting)
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{
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player->mo->destscale = 1;
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player->mo->destscale = 0;
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player->mo->flags |= MF_NOCLIPTHING;
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return false;
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}
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@ -1818,9 +1819,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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if (!force)
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{
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if (player->exiting)
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return false;
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// Player hits another player
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if (source && source->player)
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{
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@ -1832,7 +1830,8 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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// Instant-Death
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if ((damagetype & DMG_DEATHMASK))
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{
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P_KillPlayer(player, damagetype);
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if (!P_KillPlayer(player, damagetype))
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return false;
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}
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else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
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{
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@ -1840,7 +1839,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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}
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else
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{
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// Check if the player is allowed to be damaged!
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// If not, then spawn the instashield effect instead.
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if (!force)
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@ -4674,7 +4674,7 @@ static void P_MobjScaleThink(mobj_t *mobj)
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switch (mobj->type)
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{
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default:
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if (mobj->scale == 0)
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if (mobj->player == NULL && mobj->scale == 0)
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{
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P_RemoveMobj(mobj);
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return;
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