From 0c39b5c66afc42308d1f7e22d4ff890709e4e758 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 17 Oct 2009 11:30:44 +0000 Subject: [PATCH] - Fixed: The rail sound used the shooter's position for calculating the sound origin but should use the camera position instead to get the correct position for the closest point along the trail. - Fixed: Explosions no longer caused splashes. - Fixed: Copying translations to lower decals had the shade color check wrong. - Fixed: Waggling floors did not move attached geometry. - Cleaned up p_floor.cpp so that related parts of the code are grouped together. SVN r1926 (trunk) --- docs/rh-log.txt | 7 + src/g_doom/a_fatso.cpp | 5 +- src/g_heretic/a_hereticartifacts.cpp | 5 +- src/g_shared/a_decals.cpp | 5 +- src/g_strife/a_thingstoblowup.cpp | 5 +- src/p_effect.cpp | 22 +- src/p_enemy.cpp | 5 +- src/p_floor.cpp | 469 +++++++++++------- src/p_local.h | 3 +- src/p_mobj.cpp | 23 +- src/thingdef/thingdef_codeptr.cpp | 10 +- wadsrc/static/actors/strife/strifeweapons.txt | 1 + 12 files changed, 341 insertions(+), 219 deletions(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 232cff329..4c19865e9 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,11 @@ October 17, 2009 (Changes by Graf Zahl) +- Fixed: The rail sound used the shooter's position for calculating the sound origin + but should use the camera position instead to get the correct position for + the closest point along the trail. +- Fixed: Explosions no longer caused splashes. +- Fixed: Copying translations to lower decals had the shade color check wrong. +- Fixed: Waggling floors did not moved attached geometry. +- Cleaned up p_floor.cpp so that related parts of the code are grouped together. - fixed: The translation addition broke parsing of palette index based translations. October 16, 2009 (Changes by Graf Zahl) diff --git a/src/g_doom/a_fatso.cpp b/src/g_doom/a_fatso.cpp index e9dfa98e3..484df58ca 100644 --- a/src/g_doom/a_fatso.cpp +++ b/src/g_doom/a_fatso.cpp @@ -135,10 +135,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom) if (spawntype == NULL) spawntype = PClass::FindClass("FatShot"); P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true); - if (self->z <= self->floorz + (128<RenderStyle = STYLE_Add; self->alpha = FRACUNIT; P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true); - if (self->z <= self->floorz + (128<LowerDecal) { - int lowercolor = color; + int lowercolor; const FDecalTemplate * tpl_low = tpl->LowerDecal->GetDecal(); // If the default color of the lower decal is the same as the main decal's // apply the custom color as well. - if (tpl->ShadeColor == tpl_low->ShadeColor) lowercolor=0; + if (tpl->ShadeColor != tpl_low->ShadeColor) lowercolor=0; + else lowercolor = color; StaticCreate (tpl_low, x, y, z, wall, ffloor, lowercolor); } DImpactDecal::CheckMax(); diff --git a/src/g_strife/a_thingstoblowup.cpp b/src/g_strife/a_thingstoblowup.cpp index 52cb1d3e5..9727bccd1 100644 --- a/src/g_strife/a_thingstoblowup.cpp +++ b/src/g_strife/a_thingstoblowup.cpp @@ -74,10 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Explode512) { self->target->player->extralight = 5; } - if (self->z <= self->floorz + (512<RenderStyle = STYLE_Add; diff --git a/src/p_effect.cpp b/src/p_effect.cpp index 19b623b38..79de562c1 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -472,17 +472,33 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end } else { + // Only consider sound in 2D (for now, anyway) // [BB] You have to devide by lengthsquared here, not multiply with it. - r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) - - (start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared; + + r = ((start.Y - FIXED2FLOAT(viewy)) * (-dir.Y) - (start.X - FIXED2FLOAT(viewx)) * (dir.X)) / lengthsquared; + r = clamp(r, 0., 1.); dirz = dir.Z; dir.Z = 0; point = start + r * dir; dir.Z = dirz; - S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), mo->z, +#if 0 + Printf("Start = (%1.4f,%1.4f), End = (%1.4f,%1.4f), Dir =(%1.4f,%1.4f), View = (%1.4f,%1.4f), Point = (%1.4f,%1.4f), r=%1.4f\n", + start.X, start.Y, end.X, end.Y, dir.X, dir.Y, FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), + point.X, point.Y, r); + + FVector3 _start = start; + FVector3 _end = end; + FVector3 view(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), 0); + point.Z = _start.Z = _end.Z = 0; + + Printf("S: %1.4f, E: %1.4f, H: %1.4f P: %1.4f\n", + (_start-view).Length(), (_end-view).Length(), (((_start+_end)/2)-view).Length(), (point-view).Length()); +#endif + + S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), viewz, CHAN_WEAPON, sound, 1, ATTN_NORM); } } diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index d25ae3de0..300d70a0f 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -2986,10 +2986,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Detonate) { int damage = self->GetMissileDamage (0, 1); P_RadiusAttack (self, self->target, damage, damage, self->DamageType, true); - if (self->z <= self->floorz + (damage << FRACBITS)) - { - P_HitFloor (self); - } + P_CheckSplash(self, damage<seqType >= 0) + { + SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0); + } + else + { + SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0); + } +} + + +//========================================================================== // // FLOORS // +//========================================================================== IMPLEMENT_CLASS (DFloor) @@ -60,71 +82,12 @@ void DFloor::Serialize (FArchive &arc) << m_Hexencrush; } -IMPLEMENT_POINTY_CLASS (DElevator) - DECLARE_POINTER(m_Interp_Floor) - DECLARE_POINTER(m_Interp_Ceiling) -END_POINTERS - -DElevator::DElevator () -{ -} - -void DElevator::Serialize (FArchive &arc) -{ - Super::Serialize (arc); - arc << m_Type - << m_Direction - << m_FloorDestDist - << m_CeilingDestDist - << m_Speed - << m_Interp_Floor - << m_Interp_Ceiling; -} - -void DElevator::Destroy() -{ - if (m_Interp_Ceiling != NULL) - { - m_Interp_Ceiling->DelRef(); - m_Interp_Ceiling = NULL; - } - if (m_Interp_Floor != NULL) - { - m_Interp_Floor->DelRef(); - m_Interp_Floor = NULL; - } - Super::Destroy(); -} - -IMPLEMENT_POINTY_CLASS (DWaggleBase) - DECLARE_POINTER(m_Interpolation) -END_POINTERS - -IMPLEMENT_CLASS (DFloorWaggle) -IMPLEMENT_CLASS (DCeilingWaggle) - -DWaggleBase::DWaggleBase () -{ -} - -void DWaggleBase::Serialize (FArchive &arc) -{ - Super::Serialize (arc); - arc << m_OriginalDist - << m_Accumulator - << m_AccDelta - << m_TargetScale - << m_Scale - << m_ScaleDelta - << m_Ticker - << m_State - << m_Interpolation; -} - - +//========================================================================== // -// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN) +// MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN) // +//========================================================================== + void DFloor::Tick () { EResult res; @@ -238,62 +201,11 @@ void DFloor::Tick () } } +//========================================================================== // -// T_MoveElevator() // -// Move an elevator to it's destination (up or down) -// Called once per tick for each moving floor. // -// Passed an elevator_t structure that contains all pertinent info about the -// move. See P_SPEC.H for fields. -// No return. -// -// jff 02/22/98 added to support parallel floor/ceiling motion -// -void DElevator::Tick () -{ - EResult res; - - fixed_t oldfloor, oldceiling; - - oldfloor = m_Sector->floorplane.d; - oldceiling = m_Sector->ceilingplane.d; - - if (m_Direction < 0) // moving down - { - res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction); - if (res == ok || res == pastdest) - { - res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction); - if (res == crushed) - { - MoveFloor (m_Speed, oldfloor, -m_Direction); - } - } - } - else // up - { - res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction); - if (res == ok || res == pastdest) - { - res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction); - if (res == crushed) - { - MoveCeiling (m_Speed, oldceiling, -m_Direction); - } - } - } - - if (res == pastdest) // if destination height acheived - { - // make floor stop sound - SN_StopSequence (m_Sector); - - m_Sector->floordata = NULL; //jff 2/22/98 - m_Sector->ceilingdata = NULL; //jff 2/22/98 - Destroy (); // remove elevator from actives - } -} +//========================================================================== void DFloor::SetFloorChangeType (sector_t *sec, int change) { @@ -315,37 +227,35 @@ void DFloor::SetFloorChangeType (sector_t *sec, int change) } } -static void StartFloorSound (sector_t *sec) -{ - if (sec->seqType >= 0) - { - SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0); - } - else - { - SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0); - } -} +//========================================================================== +// +// +// +//========================================================================== void DFloor::StartFloorSound () { ::StartFloorSound (m_Sector); } -void DElevator::StartFloorSound () -{ - ::StartFloorSound (m_Sector); -} +//========================================================================== +// +// +// +//========================================================================== DFloor::DFloor (sector_t *sec) : DMovingFloor (sec) { } +//========================================================================== // // HANDLE FLOOR TYPES // [RH] Added tag, speed, height, crush, change params. // +//========================================================================== + bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag, fixed_t speed, fixed_t height, int crush, int change, bool hexencrush) { @@ -601,10 +511,14 @@ manual_floor: return rtn; } +//========================================================================== +// // [RH] // EV_FloorCrushStop // Stop a floor from crushing! // +//========================================================================== + bool EV_FloorCrushStop (int tag) { int secnum = -1; @@ -624,61 +538,11 @@ bool EV_FloorCrushStop (int tag) return true; } +//========================================================================== // -// EV_DoChange() +// Linear tag search to emulate stair building from Doom.exe // -// Handle pure change types. These change floor texture and sector type -// by trigger or numeric model without moving the floor. -// -// The linedef causing the change and the type of change is passed -// Returns true if any sector changes -// -// jff 3/15/98 added to better support generalized sector types -// [RH] Added tag parameter. -// -bool EV_DoChange (line_t *line, EChange changetype, int tag) -{ - int secnum; - bool rtn; - sector_t *sec; - sector_t *secm; - - secnum = -1; - rtn = false; - // change all sectors with the same tag as the linedef - while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0) - { - sec = §ors[secnum]; - - rtn = true; - - // handle trigger or numeric change type - FTextureID oldpic = sec->GetTexture(sector_t::floor); - - switch(changetype) - { - case trigChangeOnly: - if (line) - { // [RH] if no line, no change - sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor)); - sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK); - } - break; - case numChangeOnly: - secm = sec->FindModelFloorSector (sec->CenterFloor()); - if (secm) - { // if no model, no change - sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor)); - sec->special = secm->special; - } - break; - default: - break; - } - } - return rtn; -} - +//========================================================================== static int P_FindSectorFromTagLinear (int tag, int start) { @@ -689,6 +553,7 @@ static int P_FindSectorFromTagLinear (int tag, int start) return -1; } +//========================================================================== // // BUILD A STAIRCASE! // [RH] Added stairsize, srcspeed, delay, reset, igntxt, usespecials parameters @@ -696,6 +561,8 @@ static int P_FindSectorFromTagLinear (int tag, int start) // by its special. If usespecials is 2, each sector stays in "sync" with // the others. // +//========================================================================== + bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line, fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt, int usespecials) @@ -897,7 +764,12 @@ manual_stair: return rtn; } +//========================================================================== +// // [RH] Added pillarspeed and slimespeed parameters +// +//========================================================================== + bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed) { sector_t* s1; @@ -966,6 +838,21 @@ bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed) return rtn; } +//========================================================================== +// +// Elevators +// +//========================================================================== + +IMPLEMENT_POINTY_CLASS (DElevator) + DECLARE_POINTER(m_Interp_Floor) + DECLARE_POINTER(m_Interp_Ceiling) +END_POINTERS + +DElevator::DElevator () +{ +} + DElevator::DElevator (sector_t *sec) : Super (sec) { @@ -975,6 +862,111 @@ DElevator::DElevator (sector_t *sec) m_Interp_Ceiling = sec->SetInterpolation(sector_t::CeilingMove, true); } +void DElevator::Serialize (FArchive &arc) +{ + Super::Serialize (arc); + arc << m_Type + << m_Direction + << m_FloorDestDist + << m_CeilingDestDist + << m_Speed + << m_Interp_Floor + << m_Interp_Ceiling; +} + +//========================================================================== +// +// +// +//========================================================================== + +void DElevator::Destroy() +{ + if (m_Interp_Ceiling != NULL) + { + m_Interp_Ceiling->DelRef(); + m_Interp_Ceiling = NULL; + } + if (m_Interp_Floor != NULL) + { + m_Interp_Floor->DelRef(); + m_Interp_Floor = NULL; + } + Super::Destroy(); +} + +//========================================================================== +// +// T_MoveElevator() +// +// Move an elevator to it's destination (up or down) +// Called once per tick for each moving floor. +// +// Passed an elevator_t structure that contains all pertinent info about the +// move. See P_SPEC.H for fields. +// No return. +// +// jff 02/22/98 added to support parallel floor/ceiling motion +// +//========================================================================== + +void DElevator::Tick () +{ + EResult res; + + fixed_t oldfloor, oldceiling; + + oldfloor = m_Sector->floorplane.d; + oldceiling = m_Sector->ceilingplane.d; + + if (m_Direction < 0) // moving down + { + res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction); + if (res == ok || res == pastdest) + { + res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction); + if (res == crushed) + { + MoveFloor (m_Speed, oldfloor, -m_Direction); + } + } + } + else // up + { + res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction); + if (res == ok || res == pastdest) + { + res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction); + if (res == crushed) + { + MoveCeiling (m_Speed, oldceiling, -m_Direction); + } + } + } + + if (res == pastdest) // if destination height acheived + { + // make floor stop sound + SN_StopSequence (m_Sector); + + m_Sector->floordata = NULL; //jff 2/22/98 + m_Sector->ceilingdata = NULL; //jff 2/22/98 + Destroy (); // remove elevator from actives + } +} + +//========================================================================== +// +// +// +//========================================================================== + +void DElevator::StartFloorSound () +{ + ::StartFloorSound (m_Sector); +} + +//========================================================================== // // EV_DoElevator // @@ -985,6 +977,8 @@ DElevator::DElevator (sector_t *sec) // jff 2/22/98 new type to move floor and ceiling in parallel // [RH] Added speed, tag, and height parameters and new types. // +//========================================================================== + bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype, fixed_t speed, fixed_t height, int tag) { @@ -1071,6 +1065,96 @@ bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype, } +//========================================================================== +// +// EV_DoChange() +// +// Handle pure change types. These change floor texture and sector type +// by trigger or numeric model without moving the floor. +// +// The linedef causing the change and the type of change is passed +// Returns true if any sector changes +// +// jff 3/15/98 added to better support generalized sector types +// [RH] Added tag parameter. +// +//========================================================================== + +bool EV_DoChange (line_t *line, EChange changetype, int tag) +{ + int secnum; + bool rtn; + sector_t *sec; + sector_t *secm; + + secnum = -1; + rtn = false; + // change all sectors with the same tag as the linedef + while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0) + { + sec = §ors[secnum]; + + rtn = true; + + // handle trigger or numeric change type + FTextureID oldpic = sec->GetTexture(sector_t::floor); + + switch(changetype) + { + case trigChangeOnly: + if (line) + { // [RH] if no line, no change + sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor)); + sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK); + } + break; + case numChangeOnly: + secm = sec->FindModelFloorSector (sec->CenterFloor()); + if (secm) + { // if no model, no change + sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor)); + sec->special = secm->special; + } + break; + default: + break; + } + } + return rtn; +} + + +//========================================================================== +// +// +// +//========================================================================== + +IMPLEMENT_POINTY_CLASS (DWaggleBase) + DECLARE_POINTER(m_Interpolation) +END_POINTERS + +IMPLEMENT_CLASS (DFloorWaggle) +IMPLEMENT_CLASS (DCeilingWaggle) + +DWaggleBase::DWaggleBase () +{ +} + +void DWaggleBase::Serialize (FArchive &arc) +{ + Super::Serialize (arc); + arc << m_OriginalDist + << m_Accumulator + << m_AccDelta + << m_TargetScale + << m_Scale + << m_ScaleDelta + << m_Ticker + << m_State + << m_Interpolation; +} + //========================================================================== // // WaggleBase @@ -1096,6 +1180,12 @@ void DWaggleBase::Destroy() Super::Destroy(); } +//========================================================================== +// +// +// +//========================================================================== + void DWaggleBase::DoWaggle (bool ceiling) { secplane_t *plane; @@ -1159,7 +1249,12 @@ void DWaggleBase::DoWaggle (bool ceiling) FixedMul (FloatBobOffsets[(m_Accumulator>>FRACBITS)&63], m_Scale)); m_Sector->ChangePlaneTexZ(pos, plane->HeightDiff (dist)); dist = plane->HeightDiff (dist); - P_ChangeSector (m_Sector, true, dist, ceiling, false); + + // Interesting: Hexen passes 'true' for the crunch parameter which really is crushing damage here... + // Also, this does not reset the move if it blocks. + P_Scroll3dMidtex(m_Sector, 1, dist, ceiling); + P_MoveLinkedSectors(m_Sector, 1, dist, ceiling); + P_ChangeSector (m_Sector, 1, dist, ceiling, false); } //========================================================================== @@ -1176,7 +1271,7 @@ DFloorWaggle::DFloorWaggle (sector_t *sec) : Super (sec) { sec->floordata = this; - m_Interpolation = sec->SetInterpolation(sector_t::FloorMove, false); + m_Interpolation = sec->SetInterpolation(sector_t::FloorMove, true); } void DFloorWaggle::Tick () @@ -1198,7 +1293,7 @@ DCeilingWaggle::DCeilingWaggle (sector_t *sec) : Super (sec) { sec->ceilingdata = this; - m_Interpolation = sec->SetInterpolation(sector_t::CeilingMove, false); + m_Interpolation = sec->SetInterpolation(sector_t::CeilingMove, true); } void DCeilingWaggle::Tick () diff --git a/src/p_local.h b/src/p_local.h index 71a662fb7..0be5c11e0 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -403,7 +403,8 @@ void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile ver void P_TraceBleed (int damage, AActor *target); // random direction version void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true); // [RH] Shoot a railgun bool P_HitFloor (AActor *thing); -bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false); +bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true); +void P_CheckSplash(AActor *self, fixed_t distance); bool P_CheckMissileSpawn (AActor *missile); void P_PlaySpawnSound(AActor *missile, AActor *spawner); diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 2285b9f9a..5a00bcc1f 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -4618,7 +4618,7 @@ int P_GetThingFloorType (AActor *thing) // Returns true if hit liquid and splashed, false if not. //--------------------------------------------------------------------------- -bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove) +bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert) { if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH) return false; @@ -4716,7 +4716,7 @@ foundone: { mo = Spawn (splash->SplashBase, x, y, z, ALLOW_REPLACE); } - if (thing->player && !splash->NoAlert) + if (thing->player && !splash->NoAlert && alert) { P_NoiseAlert (thing, thing, true); } @@ -4793,6 +4793,25 @@ bool P_HitFloor (AActor *thing) return P_HitWater (thing, m->m_sector); } +//--------------------------------------------------------------------------- +// +// P_CheckSplash +// +// Checks for splashes caused by explosions +// +//--------------------------------------------------------------------------- + +void P_CheckSplash(AActor *self, fixed_t distance) +{ + if (self->z <= self->floorz + (distance<floorsector == self->Sector) + { + // Explosion splashes never alert monsters. This is because A_Explode has + // a separate parameter for that so this would get in the way of proper + // behavior. + P_HitWater (self, self->Sector, self->x, self->y, self->floorz, false, false); + } +} + //--------------------------------------------------------------------------- // // FUNC P_CheckMissileSpawn diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index cf9e56e8e..481b6e04c 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -609,10 +609,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) } P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance); - if (self->z <= self->floorz + (distance<target != NULL && self->target->player != NULL) { validcount++; @@ -637,10 +634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) if (distance <= 0) distance = force; P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false); - if (self->z <= self->floorz + (distance<