[0.2.3] Indestructable: second wind/death rage mechanic

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Nems
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Joined: Wed Jan 12, 2005 1:09 pm
Graphics Processor: nVidia with Vulkan support
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Re: [0.2.3] Indestructable: second wind/death rage mechanic

Post by Nems »

Understandable. :P Yeah, I turned off the time stop in the meantime. I plan on trying this with other mods so hopefully I won't run into that issue again with other mods if I turn on time stop again. :P Thank you again for this mod. <3

I do have another question since I remembered it this time: is the libtooltipmenu file used with Indestructable the same as the one used for Gun Bonsai or does Gun Bonsai have its own, different libtooltipmenu? I wanted to make sure I didn't need more than one if it's the same file for both mods. :P
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ToxicFrog
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Re: [0.2.3] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

It's the same file for both mods -- I include it on the download page for both for convenience, but you only need one copy (and indeed if you try loading two copies gzDoom will throw a fit). The whole reason I split it into its own pk3 was so that I didn't have to maintain two copies of the same code (that, and making it available for other modders to use).
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Nems
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Re: [0.2.3] Indestructable: second wind/death rage mechanic

Post by Nems »

So I'm not sure if this is a bug or if actually dying while still having lives is possible, but I was playing 2022ADO with this, DoomRLA Monsters, and LegenDoom Lite and a Spider Mastermind went legendary on me. After it went legendary, it got about two hits on me, killing me instead of putting me in an indestructible state. This is despite the fact I had over 30 lives.

Lemme know if you need links to the files if you wanna check it out. I figure I'd bring this up just in case it's not intended behavior. :P
Last edited by Nems on Sat Sep 24, 2022 7:10 pm, edited 1 time in total.
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ToxicFrog
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Re: [0.2.3] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

It's not intended, but there are some kinds of damage/attacks that bypass Indestructable's death-detection mechanic -- in particular, attacks that ignore armour completely can do this. I suspect that the legendary mastermind gets some kind of armour-ignoring attack and that's what it killed you with.

I really should look into this more and try to come up with a solution that works even on armour-ignoring attacks.
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ToxicFrog
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Re: [0.2.3] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

Putting some notes here for future reference:
- DMG_NO_PROTECT skips GetModifiedDamage
- DMG_NO_FACTOR skips ApplyDamageFactor
- DMG_NO_ARMOR both skip AbsorbDamage
- DMG_FORCED skips all of the above
- TakeSpecialDamage is called unconditionally but has to be set on the actor, so I can't use it unless I replace the player actor outright
- WorldThingDamage happens after all the other damage handling, including flagging the actor as dead, so while it's called unconditionally it happens too late to help (unless I want to try to undo all the stuff that Die() does, which sounds very tricky and error-prone)

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