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Stash changes
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3 changed files with 12 additions and 10 deletions
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@ -3280,13 +3280,21 @@ static boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, IN
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}
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//
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// P_PlayerCanHurtPlayer
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// P_CanPlayerHurtPlayer
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//
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// Is it permissible for a player to hurt another player?
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// This should be the definitive global function to determine if pain is allowed. :)
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//
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boolean P_PlayerCanHurtPlayer(player_t *target, mobj_t *inflictor, player_t *source, UINT8 damagetype)
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boolean P_CanPlayerHurtPlayer(player_t *target, mobj_t *inflictor, player_t *source, UINT8 damagetype)
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{
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I_Assert(target != NULL);
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I_Assert(source != NULL);
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I_Assert(inflictor != NULL);
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// MT_LHRT should return true here, because we want it to go through the 'damage' process
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if (inflictor->type == MT_LHRT)
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return true;
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if (!(damagetype & DMG_CANHURTSELF))
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{
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// You can't kill yourself, idiot...
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@ -3319,9 +3327,6 @@ boolean P_PlayerCanHurtPlayer(player_t *target, mobj_t *inflictor, player_t *sou
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if (!(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE) || (damagetype & DMG_CANHURTSELF)) && (target->pflags & PF_TAGIT) == (source->pflags & PF_TAGIT))
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return false;
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if (inflictor->type == MT_LHRT)
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return false;
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return true;
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}
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else if (damagetype & DMG_CANHURTSELF)
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@ -3334,9 +3339,6 @@ boolean P_PlayerCanHurtPlayer(player_t *target, mobj_t *inflictor, player_t *sou
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return false;
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}
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if (inflictor->type == MT_LHRT)
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return false;
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return true;
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}
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@ -506,7 +506,7 @@ void P_RemoveShield(player_t *player);
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void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source);
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boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
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void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
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boolean P_PlayerCanHurtPlayer(player_t *target, mobj_t *inflictor, player_t *source, UINT8 damagetype);
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boolean P_CanPlayerHurtPlayer(player_t *target, mobj_t *inflictor, player_t *source, UINT8 damagetype);
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void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
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void P_PlayerWeaponPanelBurst(player_t *player);
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void P_PlayerWeaponAmmoBurst(player_t *player);
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@ -1279,7 +1279,7 @@ static unsigned PIT_DoCheckThing(mobj_t *thing)
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if (tmthing->type != MT_SHELL && tmthing->target && tmthing->target->type == thing->type)
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{
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// Don't hit yourself, and if a player, don't hit bots
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if (thing->player && tmthing->target->player && !P_PlayerCanHurtPlayer(thing->player, tmthing, tmthing->target->player, 0))
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if (thing->player && tmthing->target->player && !P_CanPlayerHurtPlayer(thing->player, tmthing, tmthing->target->player, 0))
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return CHECKTHING_IGNORE;
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if (thing->type != MT_PLAYER)
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