mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
34c62c4d33
6 changed files with 89 additions and 58 deletions
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@ -949,6 +949,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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int fakeDamage = 0;
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int holdDamage = 0;
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const int rawdamage = damage;
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const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE);
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if (damage < 0) damage = 0;
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@ -962,7 +963,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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forcedPain = (MustForcePain(target, inflictor));
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// Spectral targets only take damage from spectral projectiles.
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if (target->flags4 & MF4_SPECTRAL && damage < TELEFRAG_DAMAGE)
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if (target->flags4 & MF4_SPECTRAL && !telefragDamage)
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{
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if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
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{
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@ -987,7 +988,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// different here. At any rate, invulnerable is being checked before type factoring, which is then being
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// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
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// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
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if ((target->flags2 & MF2_INVULNERABLE) && (rawdamage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
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if ((target->flags2 & MF2_INVULNERABLE) && !telefragDamage && (!(flags & DMG_FORCED)))
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{ // actor is invulnerable
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if (target->player == NULL)
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{
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@ -1046,7 +1047,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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return -1;
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}
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if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
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if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
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{
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if (player && damage > 1)
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{
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@ -1214,19 +1215,19 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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target->IsTeammate (source))
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{
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//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
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if (rawdamage < TELEFRAG_DAMAGE || (target->flags7 & MF7_LAXTELEFRAGDMG))
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if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG))
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{ // Still allow telefragging :-(
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damage = (int)(damage * level.teamdamage);
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if (damage < 0)
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{
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return damage;
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}
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}
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else if (damage == 0)
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{
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if (forcedPain)
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{
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goto dopain;
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}
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}
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else if (fakedPain)
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{
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goto fakepain;
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@ -1256,7 +1257,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (!(flags & DMG_FORCED))
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{
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// check the real player, not a voodoo doll here for invulnerability effects
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if ((rawdamage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
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if ((!telefragDamage && ((player->mo->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & CF_GODMODE))) ||
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(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
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//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
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@ -1281,7 +1282,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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{
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player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
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}
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if ((rawdamage < TELEFRAG_DAMAGE) || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
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if (!telefragDamage || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
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{
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// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
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damage = newdam;
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@ -1306,7 +1307,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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}
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}
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if (damage >= player->health && rawdamage < TELEFRAG_DAMAGE
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if (damage >= player->health && !telefragDamage
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&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
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&& !player->morphTics)
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{ // Try to use some inventory health
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@ -1330,7 +1331,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// but telefragging should still do enough damage to kill the player)
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// Ignore players that are already dead.
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// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
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if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (rawdamage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
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if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
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{
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// If this is a voodoo doll we need to handle the real player as well.
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player->mo->health = target->health = player->health = 1;
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@ -1395,7 +1396,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (target->health <= 0)
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{
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//[MC]Buddha flag for monsters.
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if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (rawdamage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
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if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && !telefragDamage && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
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{ //FOILBUDDHA or Telefrag damage must kill it.
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target->health = 1;
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}
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@ -392,7 +392,7 @@ enum
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RADF_NODAMAGE = 8,
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RADF_THRUSTZ = 16,
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};
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, int flags, int fulldamagedistance=0);
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void P_DelSector_List();
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@ -5245,11 +5245,11 @@ CUSTOM_CVAR(Float, splashfactor, 1.f, CVAR_SERVERINFO)
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//
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//==========================================================================
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void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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int flags, int fulldamagedistance)
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{
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if (bombdistance <= 0)
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return;
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return 0;
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fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
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double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
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@ -5264,6 +5264,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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bombsource = bombspot;
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}
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int count = 0;
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while ((it.Next(&cres)))
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{
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AActor *thing = cres.thing;
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@ -5359,7 +5360,12 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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int newdam = damage;
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if (!(flags & RADF_NODAMAGE))
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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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int prehealth = thing->health;
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newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
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if (thing->health < prehealth) count++;
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}
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else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
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thing->flags2 |= MF2_BLASTED;
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@ -5425,12 +5431,16 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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damage = int(damage * factor);
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if (damage > 0)
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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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int prehealth = thing->health;
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int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
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P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
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if (thing->health < prehealth) count++;
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}
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}
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}
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}
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return count;
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}
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//==========================================================================
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@ -1414,13 +1414,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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}
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}
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
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int count = P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
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P_CheckSplash(self, distance);
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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P_NoiseAlert(self->target, self);
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}
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return 0;
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ACTION_RETURN_INT(count);
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}
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//==========================================================================
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@ -5888,24 +5888,63 @@ enum RadiusGiveFlags
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RGF_OBJECTS |
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RGF_VOODOO |
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RGF_CORPSES |
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RGF_KILLED |
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RGF_MISSILES |
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RGF_ITEMS,
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};
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static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist)
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{
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// [MC] We only want to make an exception for missiles here. Nothing else.
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bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
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bool doPass = false;
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// Always allow self to give, no matter what other flags are specified. Otherwise, not at all.
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if (thing == self)
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{
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if (!(flags & RGF_GIVESELF))
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return false;
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doPass = true;
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}
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else if (thing->flags & MF_MISSILE)
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{
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if (!missilePass)
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if (!(flags & RGF_MISSILES))
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return false;
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doPass = true;
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}
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else if (((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory))) ||
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((flags & RGF_CORPSES) && thing->flags & MF_CORPSE) ||
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((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED))
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{
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doPass = true;
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}
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else if ((flags & (RGF_MONSTERS | RGF_OBJECTS | RGF_PLAYERS | RGF_VOODOO)))
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{
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// Make sure it's alive as we're not looking for corpses or killed here.
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if (!doPass && thing->health > 0)
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{
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if (thing->player != nullptr)
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{
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if (((flags & RGF_PLAYERS) && (thing->player->mo == thing)) ||
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((flags & RGF_VOODOO) && (thing->player->mo != thing)))
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{
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doPass = true;
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}
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}
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else
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{
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if (((flags & RGF_MONSTERS) && (thing->flags3 & MF3_ISMONSTER)) ||
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((flags & RGF_OBJECTS) && (!(thing->flags3 & MF3_ISMONSTER)) &&
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(thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)))
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{
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doPass = true;
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}
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}
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}
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}
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// Nothing matched up so don't bother with the rest.
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if (!doPass)
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return false;
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//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
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bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
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speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
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@ -5916,13 +5955,14 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
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return false;
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}
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//Check for target, master, and tracer flagging.
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bool targetPass = true;
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bool masterPass = true;
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bool tracerPass = true;
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bool ptrPass = false;
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if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
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{
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//Check for target, master, and tracer flagging.
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bool targetPass = true;
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bool masterPass = true;
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bool tracerPass = true;
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bool ptrPass = false;
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if ((thing == self->target) && (flags & RGF_NOTARGET))
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targetPass = false;
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if ((thing == self->master) && (flags & RGF_NOMASTER))
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@ -5937,35 +5977,8 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
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return false;
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}
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//Next, actor flag checking.
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bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
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bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
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bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
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bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
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bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
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&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
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bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
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bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
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//Self calls priority over the rest of this.
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if (!selfPass)
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if (doPass)
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{
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//If it's specifically a monster/object/player/voodoo... Can be either or...
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if (monsterPass || objectPass || playerPass || voodooPass)
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{
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//...and is dead, without desire to give to the dead...
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if (((thing->health <= 0) && !(corpsePass || killedPass)))
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{
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//Skip!
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return false;
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}
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}
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}
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bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
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if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
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{
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DVector3 diff = self->Vec3To(thing);
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diff.Z += thing->Height *0.5;
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if (flags & RGF_CUBE)
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@ -3548,6 +3548,16 @@ FxExpression *FxArrayElement::Resolve(FCompileContext &ctx)
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delete this;
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return NULL;
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}
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if (index->isConstant())
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{
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unsigned indexval = static_cast<FxConstant *>(index)->GetValue().GetInt();
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if (indexval >= arraytype->ElementCount)
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{
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ScriptPosition.Message(MSG_ERROR, "Array index out of bounds");
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delete this;
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return NULL;
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}
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}
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ValueType = arraytype->ElementType;
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if (ValueType->GetRegType() != REGT_INT && ValueType->GetRegType() != REGT_FLOAT)
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@ -3583,10 +3593,7 @@ ExpEmit FxArrayElement::Emit(VMFunctionBuilder *build)
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if (index->isConstant())
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{
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unsigned indexval = static_cast<FxConstant *>(index)->GetValue().GetInt();
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if (indexval >= arraytype->ElementCount)
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{
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I_Error("Array index out of bounds");
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}
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assert(indexval < arraytype->ElementCount && "Array index out of bounds");
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indexval *= arraytype->ElementSize;
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if (AddressRequested)
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@ -253,7 +253,7 @@ ACTOR Actor native //: Thinker
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action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
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action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
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action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
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action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
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action native A_Stop();
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action native A_Respawn(int flags = 1);
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action native A_BarrelDestroy();
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