D4D has an armor factor of 0.75 on Nightmare difficulty, and 0.5 on Ultra Nightmare. Armor continuously decreases in value with each new map. On nightmare, the big blue armor is supposed to give 150.
Note: DUMP2 does not have any adjustments to skill levels, and is not at fault. It starts every map off with a 'new map start'.
D4D's player also does nothing different than give empty inventory tokens for items the player doesn't already have.
Code: Select all
override void PostBeginPlay()
{
if (!player || !player.mo || player.mo != self)
{
return Super.PostBeginPlay();
}
Super.PostBeginPlay();
if (self.GetClass() == "Doom4Player")
{
ItemsToSave ITS;
ITS.Init();
// Because of KEEPDEPLETED, that's all we'll need. I am so happy this
// flag exists.
for (int i = 1; i < ITS.ItemList.Size(); i++)
{
Class<Inventory> check = ITS.ItemList[i];
if (check && !CountInv(check))
{
A_SetInventory(check,1);
A_SetInventory(check,0);
}
}
stamina = 0;
A_SetHealth(100);
}
}