What it says on the tin. As it is, this feature is entirely hardcoded on the native side, but it would be preferable to allow modders to avoid it entirely.
Could perhaps be implemented using the Powerup.Mode property, though I wouldn't know exactly what to name it.
Ability to prevent "leaky" hurtfloor damage in PowerIronFeet
Moderator: GZDoom Developers
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Marisa the Magician
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Xtyfe
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Re: Ability to prevent "leaky" hurtfloor damage in PowerIron
This is how I've done it in ZScript. It depends on the hardcoded damagetypes that are used for damaging floors. For this to work, it also depends on these damagetypes not being used for any other reason which is normally not the case in vanilla. (For example, I had to change the archviles attack damagetype to something other than fire)
I know this is not the same as what is being asked for here though. I would prefer your way if it ever ended up in GZDoom of course
Code: Select all
Class XtPowerEnvironmentSuit : PowerIronFeet
{
Default
{
Powerup.Duration -60;
Powerup.Color "00FF00", 0.25;
+INVENTORY.ADDITIVETIME
}
override void AbsorbDamage (int damage, Name damageType, out int newdamage)
{
if (damageType == 'Fire' || damageType == 'Slime' || damageType == 'Drowning')
{
newdamage = 0;
}
}
override void DoEffect ()
{
if (Owner.player != NULL)
{
Owner.player.mo.ResetAirSupply ();
}
}
}
Last edited by Xtyfe on Fri Jan 15, 2021 12:41 pm, edited 1 time in total.
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Enjay
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Re: Ability to prevent "leaky" hurtfloor damage in PowerIron
I would be nice to have a fully Lava-tight suit. TBH, the leaky damage has always annoyed me a bit.
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Marisa the Magician
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Re: Ability to prevent "leaky" hurtfloor damage in PowerIron
I've made a pull request for the change. As documented there, by default the powerup will have "Normal" mode, and "Full" will be available to block out any chance of leaky damage.
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Xtyfe
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Re: Ability to prevent "leaky" hurtfloor damage in PowerIron
Ohh! Thank you for this. Far better than my hacky method
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Major Cooke
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Re: Ability to prevent "leaky" hurtfloor damage in PowerIron
Not to mention mappers can put in custom damagetypes now for the damaging floors. That or terrain definitions. So this is much better.