For the ultimate enthusiast and/or tester who just needs to live through all sorts of testing, this is for them.
In short, it remains absolutely stalwart against no matter how much damage is dealt, or by whatever means it is dealt with.
Also attempts to fix that annoying bug where NODAMAGE doesn't factor in when voodoo dolls are damaged. That flag means precisely that.
God2 and Buddha2 cheats
Moderator: GZDoom Developers
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- Lead GZDoom+Raze Developer
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Re: God2 and Buddha2 cheats
Added - but please note that I didn't merge this, but cherry-picked your commits into the master branch because for some reason this pull request created a bit of the mess in the commit history. So next time you do something, make sure you perform a rebase instead of a merge when you pull the changes before you start working.
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Re: God2 and Buddha2 cheats
Code: Select all
/home/edward-san/zdoom/trunk/src/p_interaction.cpp: In function ‘int P_DamageMobj(AActor*, AActor*, AActor*, int, FName, int)’:
/home/edward-san/zdoom/trunk/src/p_interaction.cpp:1265:100: warning: suggest parentheses around ‘&&’ within ‘||’ [-Wparentheses]
if ((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) && damage < TELEFRAG_DAMAGE) && player->playerstate != PST_DEAD)
^
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- Lead GZDoom+Raze Developer
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Re: God2 and Buddha2 cheats
Ha, ha, it wasn't even correct to begin with...
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Re: God2 and Buddha2 cheats
Right. Sorry about that. I've been trying to figure out how to rebase it. Does that essentially mean deleting my fork and starting anew?
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- Lead GZDoom+Raze Developer
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Re: God2 and Buddha2 cheats
If you are unsure how to rebase, yes, that' s my recommendation. I've just finished fixing bugs so it's a good time right now.