Make some adjustments to the damage combo system for players.

* Prevent a player that is moving upwards from being DMG_TUMBLE'd again (resolves #212).
* Instead of having a special case for missiles there, make PIT_CheckThing toggle DMG_WOMBO instead.
* Allow hard hits (DMG_TUMBLE, DMG_EXPLODE, and DMG_KARMA) to have combos toggled off with DMG_WOMBO, too.
This commit is contained in:
toaster 2022-02-03 19:51:17 +00:00
parent 4b1cef0f20
commit 766fce5857
2 changed files with 12 additions and 17 deletions

View file

@ -1868,10 +1868,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
if (player) // Player is the target if (player) // Player is the target
{ {
const UINT8 type = (damagetype & DMG_TYPEMASK);
const boolean combo = (type == DMG_EXPLODE || type == DMG_KARMA || type == DMG_TUMBLE); // This damage type can be comboed from other damage
INT16 ringburst = 5;
if (player->pflags & PF_GODMODE) if (player->pflags & PF_GODMODE)
return false; return false;
@ -1897,6 +1893,10 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
} }
else else
{ {
const UINT8 type = (damagetype & DMG_TYPEMASK);
const boolean hardhit = (type == DMG_EXPLODE || type == DMG_KARMA || type == DMG_TUMBLE); // This damage type can do evil stuff like ALWAYS combo
INT16 ringburst = 5;
// Check if the player is allowed to be damaged! // Check if the player is allowed to be damaged!
// If not, then spawn the instashield effect instead. // If not, then spawn the instashield effect instead.
if (!force) if (!force)
@ -1927,20 +1927,15 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; return false;
} }
if (combo == false)
{ {
// Check if we should allow wombo combos (DMG_WOMBO) // Check if we should allow wombo combos (hard hits by default, inverted by the presence of DMG_WOMBO).
boolean allowcombo = false; boolean allowcombo = (hardhit == !(damagetype & DMG_WOMBO));
// For MISSILE OBJECTS, allow combo BY DEFAULT. If DMG_WOMBO is set, do *NOT* allow it. // NEVER allow DMG_TUMBLE stacking if you're moving upwards (relative to gravity).
if (inflictor && !P_MobjWasRemoved(inflictor) && (inflictor->flags & MF_MISSILE) && !(damagetype & DMG_WOMBO)) if ((type == DMG_TUMBLE) && (P_MobjFlip(target)*target->momz > 0))
allowcombo = true; allowcombo = false;
// OTHERWISE, only allow combos IF DMG_WOMBO *IS* set. if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0)
else if (damagetype & DMG_WOMBO)
allowcombo = true;
if ((player->mo->hitlag == 0 || allowcombo == false) && player->flashing > 0)
{ {
// Post-hit invincibility // Post-hit invincibility
K_DoInstashield(player); K_DoInstashield(player);
@ -2064,7 +2059,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
K_PlayPainSound(player->mo); K_PlayPainSound(player->mo);
if ((combo == true) || (cv_kartdebughuddrop.value && !modeattacking)) if ((hardhit == true) || (cv_kartdebughuddrop.value && !modeattacking))
{ {
K_DropItems(player); K_DropItems(player);
} }

View file

@ -1046,7 +1046,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
// missiles can hit other things // missiles can hit other things
if (tmthing->flags & MF_MISSILE) if (tmthing->flags & MF_MISSILE)
{ {
UINT8 damagetype = tmthing->info->mass; UINT8 damagetype = (tmthing->info->mass ^ DMG_WOMBO);
// see if it went over / under // see if it went over / under
if (tmthing->z > thing->z + thing->height) if (tmthing->z > thing->z + thing->height)