Fix for enemy hit haptics when no gameplay mod is being used

This commit is contained in:
Simon 2021-06-17 19:34:27 +01:00
parent 7e9a35b3a2
commit 329dee523c
3 changed files with 5 additions and 4 deletions

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.questzdoom"
android:versionCode="27"
android:versionName="1.2.2" android:installLocation="auto" >
android:versionCode="28"
android:versionName="1.2.3" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030001" android:required="true"/>

View file

@ -1359,7 +1359,8 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
DAngle attackAngle = (source != NULL) ? (target->AngleTo(source) - player->mo->Angles.Yaw) : angle;
if (mod == NAME_None)
if (mod == NAME_None ||
mod == NAME_Hitscan)
{
if (damage >= 15) {
QzDoom_HapticEvent("shotgun", 0, 100 * C_GetExternalHapticLevelValue("damage_projectile"), attackAngle.Normalized360().Degrees, 0);

View file

@ -41,7 +41,7 @@ const char *GetVersionString();
/** Lots of different version numbers **/
#define VERSIONSTR "DrBeef's QuestZDoom-1.2.2 (LZDoom 3.86)"
#define VERSIONSTR "DrBeef's QuestZDoom-1.2.3 (LZDoom 3.86)"
// The version as seen in the Windows resource
#define RC_FILEVERSION 3,86,0