From 1e741446d7e15ce91562a7554743b7e88cbfe7dc Mon Sep 17 00:00:00 2001 From: Major Cooke Date: Thu, 13 Dec 2018 01:31:23 -0600 Subject: [PATCH] Reduced redundancy by putting all function aftermath handling in a subfunction. --- src/p_interaction.cpp | 44 +++++++++++++++++++------------------------ 1 file changed, 19 insertions(+), 25 deletions(-) diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 03f670b5e..e926de50a 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -1450,6 +1450,23 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da return MAX(0, damage); } +static int DoDamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle) +{ + // [ZZ] event handlers need the result. + bool needevent = true; + int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent); + if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise. + ReactToDamage(target, inflictor, source, realdamage, mod, flags); + + if (realdamage > 0 && needevent) + { + // [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway) + E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); + } + + return MAX(0, realdamage); +} + DEFINE_ACTION_FUNCTION(AActor, DamageMobj) { PARAM_SELF_PROLOGUE(AActor); @@ -1459,19 +1476,7 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj) PARAM_NAME(mod); PARAM_INT(flags); PARAM_FLOAT(angle); - - // [ZZ] event handlers need the result. - bool needevent = true; - int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle, needevent); - if (realdamage >= 0) - ReactToDamage(self, inflictor, source, realdamage, mod, flags); - - if (realdamage > 0 && needevent) - { - E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle); - } - - ACTION_RETURN_INT(MAX(0,realdamage)); + ACTION_RETURN_INT(DoDamageMobj(self, inflictor, source, damage, mod, flags, angle)); } int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle) @@ -1487,18 +1492,7 @@ int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, } else { - bool needevent = true; - int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent); - if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise. - ReactToDamage(target, inflictor, source, realdamage, mod, flags); - - if (realdamage > 0 && needevent) - { - // [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway) - E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); - } - - return MAX(0,realdamage); + return DoDamageMobj(target, inflictor, source, damage, mod, flags, angle); } }