Quake 2 Oop Conversion Project - Source Diff 3.14 vs Ctf 1.02 - g_combat.c
diff -s -r q2_314/g_combat.c q2_314_ctf/g_combat.c
Left File < - 3.14 : g_combat.c
Right File > - Ctf 1.02 : g_combat.c
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213c213
< damagePerCell = 2;

---
> damagePerCell = 1; // power armor is weaker in CTF
337,338c337
< if (!(targ->monsterinfo.aiflags & AI_DUCKED))
< FoundTarget (targ);
---
> FoundTarget (targ);
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> //ZOID
> if (ctf->value && targ->client && attacker->client)
> if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
> targ != attacker)
> return true;
> //ZOID
>
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> //ZOID
> //strength tech
> damage = CTFApplyStrength(attacker, damage);
> //ZOID
>
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< psave = CheckPowerArmor (targ, point, normal, take, dflags);
< take -= psave;
<
< asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
< take -= asave;
---
> //ZOID
> //team armor protect
> if (ctf->value && targ->client && attacker->client &&
> targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
> targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) {
> psave = asave = 0;
> } else {
> //ZOID
> psave = CheckPowerArmor (targ, point, normal, take, dflags);
> take -= psave;
>
> asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
> take -= asave;
> }
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> //ZOID
> //resistance tech
> take = CTFApplyResistance(targ, take);
> //ZOID
>
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>
> //ZOID
> CTFCheckHurtCarrier(targ, attacker);
> //ZOID