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Orbital/backspam downgrade cleanup
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parent
4b94f06186
commit
587eddeb70
3 changed files with 16 additions and 14 deletions
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@ -1034,8 +1034,6 @@ boolean K_InstaWhipCollide(mobj_t *shield, mobj_t *victim)
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}
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}
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// if you're here, you're getting hit
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// if you're here, you're getting hit
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// Damage is a bit hacky, we want only a small loss-of-control
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// while still behaving as if it's a "real" hit.
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P_DamageMobj(victim, shield, attacker, 1, DMG_WHUMBLE);
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P_DamageMobj(victim, shield, attacker, 1, DMG_WHUMBLE);
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K_DropPowerUps(victimPlayer);
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K_DropPowerUps(victimPlayer);
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@ -215,18 +215,12 @@ boolean Obj_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
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else
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else
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{
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{
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// Player Damage
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// Player Damage
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if ((t1->type == MT_ORBINAUT_SHIELD || t1->type == MT_JAWZ_SHIELD)
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P_DamageMobj(t2, t1, t1->target, 1, DMG_WOMBO |
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&& !t2->player->invincibilitytimer && !K_IsBigger(t2, t1)) // UGH. Stumble ignores invinc. Fix this damage type someday.
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(tumbleitem ? DMG_TUMBLE : DMG_WIPEOUT));
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_WOMBO | DMG_WHUMBLE);
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if (tumbleitem || !t2->player->tripwireLeniency)
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}
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if ((gametyperules & GTR_SPHERES) || (t1->type != MT_ORBINAUT_SHIELD && t1->type != MT_JAWZ_SHIELD))
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else
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_WOMBO |
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(tumbleitem ? DMG_TUMBLE : DMG_WIPEOUT));
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if (tumbleitem || (gametyperules & GTR_SPHERES) || !t2->player->tripwireLeniency)
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K_KartBouncing(t2, t1);
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K_KartBouncing(t2, t1);
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}
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S_StartSound(t2, sfx_s3k7b);
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S_StartSound(t2, sfx_s3k7b);
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}
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}
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@ -3466,12 +3466,22 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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S_StartSound(target, sfx_gshc7);
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S_StartSound(target, sfx_gshc7);
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player->flashing = TICRATE;
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player->flashing = TICRATE;
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type = DMG_STUMBLE;
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type = DMG_STUMBLE;
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downgraded = true;
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}
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}
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// Downgrade backthrown items that are not dedicated traps.
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if (inflictor && !P_MobjWasRemoved(inflictor) && P_IsKartItem(inflictor->type) && inflictor->cvmem
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if (inflictor && !P_MobjWasRemoved(inflictor) && P_IsKartItem(inflictor->type) && inflictor->cvmem
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&& inflictor->type != MT_BANANA) // Are there other designed trap items that can be deployed and dropped? If you add one, list it here!
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&& inflictor->type != MT_BANANA)
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{
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{
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type = DMG_WHUMBLE;
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type = DMG_WHUMBLE;
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downgraded = true;
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}
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// Downgrade orbital items.
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if (inflictor && !P_MobjWasRemoved(inflictor) && (inflictor->type == MT_ORBINAUT_SHIELD || inflictor->type == MT_JAWZ_SHIELD))
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{
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type = DMG_WHUMBLE;
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downgraded = true;
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}
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}
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if (!(gametyperules & GTR_SPHERES) && player->tripwireLeniency && !P_PlayerInPain(player))
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if (!(gametyperules & GTR_SPHERES) && player->tripwireLeniency && !P_PlayerInPain(player))
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