Hardcoded the cork's stun-you-even-while-flashing behaviour

This commit is contained in:
Monster Iestyn 2019-05-05 19:16:30 +01:00
parent b0087616c7
commit b9611c3a81

View file

@ -3390,9 +3390,11 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability
|| player->powers[pw_super]) || player->powers[pw_super])
{ {
if (force || (inflictor && (inflictor->flags & MF_MISSILE) if (force
&& (inflictor->flags2 & MF2_SUPERFIRE) || (player->powers[pw_super]
&& 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
{ {
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
@ -3400,8 +3402,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
P_SuperDamage(player, inflictor, source, damage); P_SuperDamage(player, inflictor, source, damage);
return true; return true;
} }
else return false;
return false;
} }
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))