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https://github.com/KartKrewDev/RingRacers.git
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Do guardbreak in touchdamage, guarantee punish (PF2_ALWAYSDAMAGED)
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72c680b54f
commit
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4 changed files with 35 additions and 24 deletions
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@ -135,11 +135,12 @@ typedef enum
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typedef enum
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{
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PF2_SELFMUTE = 1<<1,
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PF2_SELFDEAFEN = 1<<2,
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PF2_SERVERMUTE = 1<<3,
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PF2_SERVERDEAFEN = 1<<4,
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PF2_STRICTFASTFALL = 1<<5,
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PF2_SELFMUTE = 1<<1,
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PF2_SELFDEAFEN = 1<<2,
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PF2_SERVERMUTE = 1<<3,
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PF2_SERVERDEAFEN = 1<<4,
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PF2_STRICTFASTFALL = 1<<5,
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PF2_ALWAYSDAMAGED = 1<<6,
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} pflags2_t;
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typedef enum
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@ -1168,6 +1168,27 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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return false;
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}
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boolean guard1 = K_PlayerGuard(t1->player);
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boolean guard2 = K_PlayerGuard(t2->player);
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// Bubble Shield physically extends past guard when inflated,
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// makes some sense to suppress this behavior
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if (t1->player->bubbleblowup)
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guard1 = false;
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if (t2->player->bubbleblowup)
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guard2 = false;
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if (guard1 && guard2)
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K_DoPowerClash(t1, t2);
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else if (guard1)
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K_DoGuardBreak(t1, t2);
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else if (guard2)
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K_DoGuardBreak(t2, t1);
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if (guard1 || guard2)
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return false;
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// Clash instead of damage if both parties have any of these conditions
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auto canClash = [](mobj_t *t1, mobj_t *t2)
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{
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21
src/k_kart.c
21
src/k_kart.c
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@ -1182,25 +1182,6 @@ boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2)
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K_SpawnBumpForObjs(mobj1, mobj2);
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if (mobj1->type == MT_PLAYER && mobj2->type == MT_PLAYER
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&& !mobj1->player->powerupVFXTimer && !mobj2->player->powerupVFXTimer)
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{
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boolean guard1 = K_PlayerGuard(mobj1->player);
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boolean guard2 = K_PlayerGuard(mobj2->player);
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if (mobj1->player->bubbleblowup)
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guard1 = false;
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if (mobj2->player->bubbleblowup)
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guard2 = false;
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if (guard1 && guard2)
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K_DoPowerClash(mobj1, mobj2);
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else if (guard1)
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K_DoGuardBreak(mobj1, mobj2);
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else if (guard2)
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K_DoGuardBreak(mobj2, mobj1);
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}
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K_PlayerJustBumped(mobj1->player);
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K_PlayerJustBumped(mobj2->player);
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@ -4620,7 +4601,9 @@ void K_DoGuardBreak(mobj_t *t1, mobj_t *t2) {
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angle_t thrangle = R_PointToAngle2(t2->x, t2->y, t1->x, t1->y);
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P_Thrust(t1, thrangle, 7*mapobjectscale);
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t1->player->pflags2 |= PF2_ALWAYSDAMAGED;
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P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
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t1->player->pflags2 &= ~PF2_ALWAYSDAMAGED;
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clash = P_SpawnMobj((t1->x/2) + (t2->x/2), (t1->y/2) + (t2->y/2), (t1->z/2) + (t2->z/2), MT_GUARDBREAK);
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@ -3094,6 +3094,12 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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invincible = false;
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}
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if (player->pflags2 && PF2_ALWAYSDAMAGED)
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{
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invincible = false;
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clash = false;
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}
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// TODO: doing this from P_DamageMobj limits punting to objects that damage the player.
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// And it may be kind of yucky.
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// But this is easier than accounting for every condition in PIT_CheckThing!
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