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author | James Haley | 2010-09-24 05:59:54 +0000 |
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committer | James Haley | 2010-09-24 05:59:54 +0000 |
commit | aa5529bc6cbd5424c33f624d8a33fc482d18c489 (patch) | |
tree | 435cb43925249a7ffa52ae4631eb8697cbbe2c4c /src | |
parent | fd43740b94137503a58bc4819a83c616ad660c0d (diff) | |
download | chocolate-doom-aa5529bc6cbd5424c33f624d8a33fc482d18c489.tar.gz chocolate-doom-aa5529bc6cbd5424c33f624d8a33fc482d18c489.tar.bz2 chocolate-doom-aa5529bc6cbd5424c33f624d8a33fc482d18c489.zip |
Fixes for P_GiveBody.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2133
Diffstat (limited to 'src')
-rw-r--r-- | src/strife/p_inter.c | 43 |
1 files changed, 32 insertions, 11 deletions
diff --git a/src/strife/p_inter.c b/src/strife/p_inter.c index 07d5d411..25917e5f 100644 --- a/src/strife/p_inter.c +++ b/src/strife/p_inter.c @@ -238,29 +238,50 @@ boolean P_GiveWeapon(player_t* player, weapontype_t weapon, boolean dropped) // boolean P_GiveBody(player_t* player, int num) { - int health; + int maxhealth; + int healing; - if(num >= 0) - { - health = player->stamina + MAXHEALTH; + maxhealth = MAXHEALTH + player->stamina; - if(health <= player->health) + if(num >= 0) // haleyjd 09/23/10: fixed to give proper amount of health + { + // any healing to do? + if(player->health >= maxhealth) return false; + // give, and cap to maxhealth player->health += num; + if(player->health >= maxhealth) + player->health = maxhealth; - if(health < player->health + num) - player->health = health; + // Set mo->health for consistency. player->mo->health = player->health; } - // [STRIFE] handle healing from the front's medic else { - health = (-num * (player->stamina + MAXHEALTH)) / MAXHEALTH; - if(health <= player->health) + // [STRIFE] handle healing from the Front's medic + // The amount the player's health will be set to scales up with stamina + // increases. + // Ex 1: On the wimpiest skill level, -100 is sent in. This restores + // full health no matter what your stamina. + // (100*100)/100 = 100 + // (200*100)/100 = 200 + // Ex 2: On the most stringent skill levels, -50 is sent in. This will + // restore at most half of your health. + // (100*50)/100 = 50 + // (200*50)/100 = 100 + healing = (-num * maxhealth) / MAXHEALTH; + + // This is also the "threshold" of healing. You need less health than + // the amount that will be restored in order to get any benefit. + // So on the easiest skill you will always be fully healed. + // On the hardest skill you must have less than 50 health, and will + // only recover to 50 (assuming base stamina stat) + if(player->health >= healing) return false; - player->health = health; + // Set health. Oddly, mo->health is NOT set here... + player->health = healing; } return true; |