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- fixed: Hexen's poison cloud needs to call P_DamageMobj, even with a damage value of 0. Added a new flag to handle this case because normally this is not desirable.
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parent
165a980065
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26144340b8
4 changed files with 6 additions and 3 deletions
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@ -387,6 +387,7 @@ enum ActorFlag7
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MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified.
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MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified.
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MF7_SMASHABLE = 0x04000000, // dies if hitting the floor.
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MF7_SMASHABLE = 0x04000000, // dies if hitting the floor.
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MF7_NOSHIELDREFLECT = 0x08000000, // will not be reflected by shields.
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MF7_NOSHIELDREFLECT = 0x08000000, // will not be reflected by shields.
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MF7_FORCEZERORADIUSDMG = 0x10000000, // passes zero radius damage on to P_DamageMobj, this is necessary in some cases where DoSpecialDamage gets overrideen.
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};
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};
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -5674,8 +5674,9 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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}
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}
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points *= thing->GetClass()->RDFactor;
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points *= thing->GetClass()->RDFactor;
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double check = int(points) * bombdamage;
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// points and bombdamage should be the same sign (the double cast of 'points' is needed to prevent overflows and incorrect values slipping through.)
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// points and bombdamage should be the same sign (the double cast of 'points' is needed to prevent overflows and incorrect values slipping through.)
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if ((((double)int(points) * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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if ((check > 0 || (check == 0 && bombspot->flags7 & MF7_FORCEZERORADIUSDMG)) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to damage; target is in direct path
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{ // OK to damage; target is in direct path
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double vz;
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double vz;
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double thrust;
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double thrust;
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@ -5752,7 +5753,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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double factor = splashfactor * thing->GetClass()->RDFactor;
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double factor = splashfactor * thing->GetClass()->RDFactor;
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damage = int(damage * factor);
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damage = int(damage * factor);
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if (damage > 0)
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if (damage > 0 || (bombspot->flags7 & MF7_FORCEZERORADIUSDMG))
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{
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{
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//[MC] Don't count actors saved by buddha if already at 1 health.
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//[MC] Don't count actors saved by buddha if already at 1 health.
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int prehealth = thing->health;
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int prehealth = thing->health;
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@ -316,6 +316,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
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DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
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DEFINE_FLAG(MF7, SMASHABLE, AActor, flags7),
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DEFINE_FLAG(MF7, SMASHABLE, AActor, flags7),
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DEFINE_FLAG(MF7, NOSHIELDREFLECT, AActor, flags7),
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DEFINE_FLAG(MF7, NOSHIELDREFLECT, AActor, flags7),
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DEFINE_FLAG(MF7, FORCEZERORADIUSDMG, AActor, flags7),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -437,7 +437,7 @@ class PoisonCloud : Actor
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Mass 0x7fffffff;
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Mass 0x7fffffff;
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NODAMAGETHRUST
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+NODAMAGETHRUST
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+DONTSPLASH +FOILINVUL +CANBLAST +BLOODLESSIMPACT +BLOCKEDBYSOLIDACTORS
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+DONTSPLASH +FOILINVUL +CANBLAST +BLOODLESSIMPACT +BLOCKEDBYSOLIDACTORS +FORCEZERORADIUSDMG
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RenderStyle "Translucent";
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RenderStyle "Translucent";
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Alpha 0.6;
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Alpha 0.6;
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DeathSound "PoisonShroomDeath";
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DeathSound "PoisonShroomDeath";
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