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Flame shield clashes with invincibility and bigger players
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parent
9169538dd4
commit
b9409ff052
1 changed files with 11 additions and 6 deletions
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@ -856,6 +856,9 @@ boolean K_SMKIceBlockCollide(mobj_t *t1, mobj_t *t2)
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boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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{
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{
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const boolean flameT1 = (t1->player->flamedash > 0 && t1->player->itemtype == KITEM_FLAMESHIELD);
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const boolean flameT2 = (t2->player->flamedash > 0 && t2->player->itemtype == KITEM_FLAMESHIELD);
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boolean t1Condition = false;
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boolean t1Condition = false;
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boolean t2Condition = false;
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boolean t2Condition = false;
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boolean stungT1 = false;
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boolean stungT1 = false;
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@ -864,7 +867,12 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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t1Condition = (t1->scale > t2->scale + (mapobjectscale/8)) || (t1->player->invincibilitytimer > 0);
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t1Condition = (t1->scale > t2->scale + (mapobjectscale/8)) || (t1->player->invincibilitytimer > 0);
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t2Condition = (t2->scale > t1->scale + (mapobjectscale/8)) || (t2->player->invincibilitytimer > 0);
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t2Condition = (t2->scale > t1->scale + (mapobjectscale/8)) || (t2->player->invincibilitytimer > 0);
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if (t1Condition == true && t2Condition == false)
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if ((t1Condition == true || flameT1 == true) && (t2Condition == true || flameT2 == true))
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{
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K_DoPowerClash(t1->player, t2->player);
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return false;
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}
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else if (t1Condition == true && t2Condition == false)
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{
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{
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P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE);
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P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE);
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return true;
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return true;
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@ -873,14 +881,11 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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{
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{
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P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
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P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
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return true;
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return true;
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} else if (t1Condition == true && t2Condition == true) {
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K_DoPowerClash(t1->player, t2->player);
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return false;
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}
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}
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// Flame Shield dash damage
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// Flame Shield dash damage
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t1Condition = (t1->player->flamedash > 0 && t1->player->itemtype == KITEM_FLAMESHIELD);
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t1Condition = flameT1;
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t2Condition = (t2->player->flamedash > 0 && t2->player->itemtype == KITEM_FLAMESHIELD);
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t2Condition = flameT2;
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if (t1Condition == true && t2Condition == false)
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if (t1Condition == true && t2Condition == false)
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{
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{
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