Remove DMG_WUMBO comboing and fix respawn lua value
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parent
3ade5e697b
commit
9d6c643f6c
9 changed files with 15 additions and 65 deletions
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@ -5439,8 +5439,6 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_PAPERITEMSPOT",
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"MT_BEAMPOINT",
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"MT_LOOPENDPOINT",
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"MT_LOOPCENTERPOINT",
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};
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@ -6298,7 +6296,6 @@ struct int_const_s const INT_CONST[] = {
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//// Masks
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{"DMG_STEAL",DMG_STEAL},
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{"DMG_CANTHURTSELF",DMG_CANTHURTSELF},
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{"DMG_WOMBO", DMG_WOMBO},
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{"DMG_DEATHMASK",DMG_DEATHMASK},
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{"DMG_TYPEMASK",DMG_TYPEMASK},
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27
src/info.c
27
src/info.c
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@ -27912,33 +27912,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_BEAMPOINT
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2424, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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48*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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100, // mass
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1, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIPTHING|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_LOOPENDPOINT
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2020, // doomednum
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S_INVISIBLE, // spawnstate
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@ -6449,8 +6449,6 @@ typedef enum mobj_type
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MT_PAPERITEMSPOT,
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MT_BEAMPOINT,
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MT_LOOPENDPOINT,
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MT_LOOPCENTERPOINT,
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@ -67,7 +67,7 @@ boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
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else
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{
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// Player Damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_WIPEOUT|DMG_WOMBO);
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P_DamageMobj(t2, t1, t1->target, 1, DMG_WIPEOUT);
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K_KartBouncing(t2, t1);
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S_StartSound(t2, sfx_s3k7b);
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}
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@ -160,7 +160,7 @@ boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2)
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}
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else
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL|DMG_WOMBO);
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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}
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damageitem = true;
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@ -688,7 +688,7 @@ static inline BlockItReturn_t PIT_LightningShieldAttack(mobj_t *thing)
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}
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#endif
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P_DamageMobj(thing, lightningSource, lightningSource, 1, DMG_NORMAL|DMG_CANTHURTSELF|DMG_WOMBO);
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P_DamageMobj(thing, lightningSource, lightningSource, 1, DMG_NORMAL|DMG_CANTHURTSELF);
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return BMIT_CONTINUE;
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}
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@ -731,7 +731,7 @@ boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
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return true;
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// Player Damage
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P_DamageMobj(t2, ((t1->type == MT_BUBBLESHIELD) ? t1->target : t1), t1, 1, DMG_NORMAL|DMG_WOMBO);
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P_DamageMobj(t2, ((t1->type == MT_BUBBLESHIELD) ? t1->target : t1), t1, 1, DMG_NORMAL);
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S_StartSound(t1, sfx_s3k44);
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}
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else
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@ -880,12 +880,12 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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if (t1Condition == true && t2Condition == false)
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{
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P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT|DMG_WOMBO);
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P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT);
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return true;
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}
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else if (t1Condition == false && t2Condition == true)
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{
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P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT|DMG_WOMBO);
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P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT);
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return true;
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}
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@ -902,12 +902,12 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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if (t1Condition == true && t2Condition == false)
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{
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P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT|DMG_STEAL|DMG_WOMBO);
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P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT|DMG_STEAL);
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return true;
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}
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else if (t1Condition == false && t2Condition == true)
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{
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P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT|DMG_STEAL|DMG_WOMBO);
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P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT|DMG_STEAL);
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return true;
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}
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}
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@ -921,7 +921,7 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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{
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if (t2->player->rings <= 0)
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{
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P_DamageMobj(t2, t1, t1, 1, DMG_STING|DMG_WOMBO);
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P_DamageMobj(t2, t1, t1, 1, DMG_STING);
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stungT2 = true;
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}
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@ -932,7 +932,7 @@ boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
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{
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if (t1->player->rings <= 0)
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{
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P_DamageMobj(t1, t2, t2, 1, DMG_STING|DMG_WOMBO);
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P_DamageMobj(t1, t2, t2, 1, DMG_STING);
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stungT1 = true;
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}
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@ -528,8 +528,6 @@ static int player_set(lua_State *L)
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return NOSET;
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else if (fastcmp(field,"oldcmd"))
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return NOSET;
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else if (fastcmp(field,"respawn"))
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return NOSET;
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else if (fastcmp(field,"playerstate"))
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plr->playerstate = luaL_checkinteger(L, 3);
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else if (fastcmp(field,"viewz"))
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@ -2020,26 +2020,10 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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{
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if (((type == DMG_NORMAL) || (type == DMG_WIPEOUT)) || (type == DMG_STING) || (type == DMG_WOMBO)) // No combos pls thx
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{
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if (player->spinouttimer > 0)
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{
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K_DoInstashield(player);
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//CONS_Printf("is this shit even working....\n");
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return false;
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}
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}
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if (player->squishedtimer > 0)
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{
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K_DoInstashield(player);
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return false;
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}
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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 = (hardhit == !(damagetype & DMG_WOMBO));
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boolean allowcombo = hardhit;
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if ((allowcombo == false) && player->flashing > 0)
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if ((allowcombo == false) && (player->flashing > 0 || player->squishedtimer > 0))
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{
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// Post-hit invincibility
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K_DoInstashield(player);
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@ -534,7 +534,7 @@ typedef struct BasicFF_s
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#define DMG_SPECTATOR 0x83
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#define DMG_TIMEOVER 0x84
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// Masks
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#define DMG_WOMBO 0x10 // Flag - setting this flag allows objects to damage you if you're already in spinout. The effect is reversed on objects with MF_MISSILE (setting it prevents them from comboing in spinout)
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//free 0x10 // Flag - setting this flag allows objects to damage you if you're already in spinout. The effect is reversed on objects with MF_MISSILE (setting it prevents them from comboing in spinout)
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#define DMG_STEAL 0x20 // Flag - can steal bumpers, will only deal damage to players, and will not deal damage outside Battle Mode.
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#define DMG_CANTHURTSELF 0x40 // Flag - cannot hurt your self or your team
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#define DMG_DEATHMASK DMG_INSTAKILL // if bit 7 is set, this is a death type instead of a damage type
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@ -894,7 +894,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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// missiles can hit other things
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if (tm.thing->flags & MF_MISSILE)
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{
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UINT8 damagetype = (tm.thing->info->mass ^ DMG_WOMBO);
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UINT8 damagetype = tm.thing->info->mass;
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// see if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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@ -2525,7 +2525,7 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
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if (mo->flags & MF_BOSS) //don't OHKO bosses nor players!
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P_DamageMobj(mo, inflictor, source, 1, DMG_NORMAL|DMG_CANTHURTSELF);
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else if (mo->type == MT_PLAYER) // Lightning shield: Combo players.
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P_DamageMobj(mo, inflictor, source, 1, DMG_NORMAL|DMG_CANTHURTSELF|DMG_WOMBO);
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P_DamageMobj(mo, inflictor, source, 1, DMG_NORMAL|DMG_CANTHURTSELF);
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else
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P_DamageMobj(mo, inflictor, source, 1000, DMG_NORMAL|DMG_CANTHURTSELF);
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}
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