From 81882b63b89fb978b663fca8c8a9c4ccdf1d0c4c Mon Sep 17 00:00:00 2001 From: toaster Date: Sat, 22 Jun 2019 17:03:10 +0100 Subject: [PATCH] As I wanted MI to do but he was too exhausted at the time from hardcoding, make the Fang bullet knockback less hardcoded and instead give it MF2_SUPERFIRE. # Conflicts: # src/p_mobj.c --- src/p_inter.c | 8 ++------ src/p_mobj.c | 3 +++ 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/src/p_inter.c b/src/p_inter.c index 0fab3353c..3dfdb7587 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -3464,14 +3464,10 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return true; } } - else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability - || player->powers[pw_super]) + else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super]) // ignore bouncing & such in invulnerability { if (force - || (player->powers[pw_super] - && inflictor && inflictor->flags & MF_MISSILE && inflictor->flags2 & MF2_SUPERFIRE) // Super Sonic is stunned! - || (player->powers[pw_flashing] - && source && source->type == MT_FANG && inflictor && inflictor->type == MT_CORK)) // Fang's cork bullets knock you back even when flashing + || (inflictor && inflictor->flags & MF_MISSILE && inflictor->flags2 & MF2_SUPERFIRE)) // Super Sonic is stunned! { #ifdef HAVE_BLUA if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) diff --git a/src/p_mobj.c b/src/p_mobj.c index 38bc7ed96..fc6f5cede 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -9329,6 +9329,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) if (nummaprings >= 0) nummaprings++; break; + case MT_CORK: + mobj->flags2 |= MF2_SUPERFIRE; + break; case MT_FBOMB: mobj->flags2 |= MF2_EXPLOSION; break;