by Xaser » Fri Feb 06, 2015 8:38 pm
There's no workaround that covers exactly what this property is suggesting, since the primary draw of this would be (as stated in the OP) damagetype-independent resistance to one's own explosive attacks that doesn't affect any other targets.
Even though MUHMUHFLUH isn't a multiplayer-focused port (though it's making strides), the clearest illustration would be a rocket launcher that's meant to deal reduced damage to self but full damage to other players in deathmatch. Right now, either you can completely negate the damage with XF_HURTSOURCE turned off, or offer all players explosive resistance; you can't do something like make the shooter take quarter-damage and the rest of the players take full.
IMO, though, the most fitting way to implement this is on projectiles (probably renamed to ShooterDamageFactor or somesuch since the definition "self" breaks down) or (probably better) as an additional A_Explode parameter. As mentioned, the only other "self damage" concept (that I can think of) is falling damage, which can already be adjusted with DamageFactor. Putting the new feature on the projectile or function call offers maximum flexibility.
There's no workaround that covers exactly what this property is suggesting, since the primary draw of this would be (as stated in the OP) damagetype-independent resistance to one's own explosive attacks that doesn't affect any other targets.
Even though MUHMUHFLUH isn't a multiplayer-focused port (though it's making strides), the clearest illustration would be a rocket launcher that's meant to deal reduced damage to self but full damage to other players in deathmatch. Right now, either you can completely negate the damage with XF_HURTSOURCE turned off, or offer [i]all[/i] players explosive resistance; you can't do something like make the shooter take quarter-damage and the rest of the players take full.
IMO, though, the most fitting way to implement this is on projectiles (probably renamed to ShooterDamageFactor or somesuch since the definition "self" breaks down) or (probably better) as an additional A_Explode parameter. As mentioned, the only other "self damage" concept (that I can think of) is falling damage, which can already be adjusted with DamageFactor. Putting the new feature on the projectile or function call offers maximum flexibility.