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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.
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2 changed files with 12 additions and 17 deletions
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@ -1868,10 +1868,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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if (player) // Player is the target
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if (player) // Player is the target
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{
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{
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const UINT8 type = (damagetype & DMG_TYPEMASK);
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const boolean combo = (type == DMG_EXPLODE || type == DMG_KARMA || type == DMG_TUMBLE); // This damage type can be comboed from other damage
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INT16 ringburst = 5;
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if (player->pflags & PF_GODMODE)
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if (player->pflags & PF_GODMODE)
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return false;
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return false;
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@ -1897,6 +1893,10 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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}
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}
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else
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else
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{
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{
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const UINT8 type = (damagetype & DMG_TYPEMASK);
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const boolean hardhit = (type == DMG_EXPLODE || type == DMG_KARMA || type == DMG_TUMBLE); // This damage type can do evil stuff like ALWAYS combo
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INT16 ringburst = 5;
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// Check if the player is allowed to be damaged!
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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 not, then spawn the instashield effect instead.
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if (!force)
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if (!force)
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@ -1927,20 +1927,15 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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return false;
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return false;
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}
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}
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if (combo == false)
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{
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{
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// Check if we should allow wombo combos (DMG_WOMBO)
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// Check if we should allow wombo combos (hard hits by default, inverted by the presence of DMG_WOMBO).
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boolean allowcombo = false;
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boolean allowcombo = (hardhit == !(damagetype & DMG_WOMBO));
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// For MISSILE OBJECTS, allow combo BY DEFAULT. If DMG_WOMBO is set, do *NOT* allow it.
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// NEVER allow DMG_TUMBLE stacking if you're moving upwards (relative to gravity).
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if (inflictor && !P_MobjWasRemoved(inflictor) && (inflictor->flags & MF_MISSILE) && !(damagetype & DMG_WOMBO))
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if ((type == DMG_TUMBLE) && (P_MobjFlip(target)*target->momz > 0))
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allowcombo = true;
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allowcombo = false;
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// OTHERWISE, only allow combos IF DMG_WOMBO *IS* set.
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if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0)
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else if (damagetype & DMG_WOMBO)
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allowcombo = true;
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if ((player->mo->hitlag == 0 || allowcombo == false) && player->flashing > 0)
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{
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{
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// Post-hit invincibility
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// Post-hit invincibility
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K_DoInstashield(player);
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K_DoInstashield(player);
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@ -2064,7 +2059,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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K_PlayPainSound(player->mo);
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K_PlayPainSound(player->mo);
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if ((combo == true) || (cv_kartdebughuddrop.value && !modeattacking))
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if ((hardhit == true) || (cv_kartdebughuddrop.value && !modeattacking))
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{
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{
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K_DropItems(player);
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K_DropItems(player);
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}
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}
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@ -1046,7 +1046,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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// missiles can hit other things
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// missiles can hit other things
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if (tmthing->flags & MF_MISSILE)
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if (tmthing->flags & MF_MISSILE)
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{
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{
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UINT8 damagetype = tmthing->info->mass;
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UINT8 damagetype = (tmthing->info->mass ^ DMG_WOMBO);
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// see if it went over / under
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// see if it went over / under
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if (tmthing->z > thing->z + thing->height)
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if (tmthing->z > thing->z + thing->height)
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