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https://github.com/ZDoom/gzdoom-gles.git
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- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. SVN r4012 (trunk)
This commit is contained in:
parent
60fb004a78
commit
549712e719
26 changed files with 148 additions and 136 deletions
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@ -123,8 +123,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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return;
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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P_TraceBleed (dmg, target);
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P_DamageMobj (target, self, self, dmg, NAME_None);
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int newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
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P_TraceBleed (newdam > 0 ? newdam : dmg, target);
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an = self->angle >> ANGLETOFINESHIFT;
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fire = self->tracer;
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@ -10,8 +10,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_BruisAttack)
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{
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int damage = (pr_bruisattack()%8+1)*10;
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S_Sound (self, CHAN_WEAPON, "baron/melee", 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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@ -22,8 +22,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_HeadAttack)
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{
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int damage = (pr_headattack()%6+1)*10;
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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@ -20,7 +20,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SargAttack)
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if (self->CheckMeleeRange ())
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{
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int damage = ((pr_sargattack()%10)+1)*4;
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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}
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@ -25,8 +25,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_TroopAttack)
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{
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int damage = (pr_troopattack()%8+1)*3;
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S_Sound (self, CHAN_WEAPON, "imp/melee", 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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@ -584,8 +584,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage += (pr_bfgspray() & 7) + 1;
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thingToHit = linetarget;
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P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash));
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P_TraceBleed (damage, thingToHit, self->target);
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash));
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P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
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}
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}
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@ -146,7 +146,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
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{
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int damage = ((pr_skelfist()%10)+1)*6;
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S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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}
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@ -73,8 +73,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ChicAttack)
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if (self->CheckMeleeRange())
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{
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int damage = 1 + (pr_chicattack() & 1);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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}
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@ -70,8 +70,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
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if (self->CheckMeleeRange ())
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{
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int damage = pr_scrc1atk.HitDice (8);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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@ -203,8 +203,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
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if (self->CheckMeleeRange())
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{
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int damage = pr_s2a.HitDice (20);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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chance = self->health < self->SpawnHealth()/2 ? 96 : 48;
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@ -83,8 +83,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
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if (self->CheckMeleeRange ())
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{
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int damage = pr_atk.HitDice (6);
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P_DamageMobj (target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, target, self);
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int newdam = P_DamageMobj (target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, target, self);
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return;
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}
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dist = P_AproxDistance (self->x-target->x, self->y-target->y)
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@ -47,8 +47,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
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if (self->CheckMeleeRange ())
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{
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int damage = pr_knightatk.HitDice (3);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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S_Sound (self, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
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return;
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}
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@ -69,8 +69,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3)
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if (self->CheckMeleeRange())
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{
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int damage = pr_wizatk3.HitDice (4);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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const PClass *fx = PClass::FindClass("WizardFX1");
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@ -32,8 +32,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
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if (self->CheckMeleeRange())
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{
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int damage = pr_atk.HitDice (4);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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self->special1 = (pr_atk() & 3) + 5;
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@ -87,8 +87,8 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_dragonseek.HitDice (10);
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P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (damage, actor->target, actor);
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int newdam = P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, actor->target, actor);
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S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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}
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else if (pr_dragonseek() < 128 && P_CheckMissileRange(actor))
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@ -201,8 +201,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
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if (abs(self->angle-angle) < ANGLE_45/2 && self->CheckMeleeRange())
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{
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int damage = pr_dragonflight.HitDice (8);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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}
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else if (abs(self->angle-angle) <= ANGLE_1*20)
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@ -174,8 +174,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentMeleeAttack)
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if (self->CheckMeleeRange ())
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{
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int damage = pr_serpentmeattack.HitDice (5);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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S_Sound (self, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
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}
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if (pr_serpentmeattack() < 96)
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@ -154,8 +154,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustImpale)
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if (thing == self)
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continue; // don't clip against self
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P_DamageMobj (thing, self, self, 10001, NAME_Crush);
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P_TraceBleed (10001, thing);
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int newdam = P_DamageMobj (thing, self, self, 10001, NAME_Crush);
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P_TraceBleed (newdam > 0 ? newdam : 10001, thing);
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self->args[1] = 1; // Mark thrust thing as bloody
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}
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}
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@ -149,8 +149,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk1)
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if (self->CheckMeleeRange())
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{
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int damage = pr_minotauratk1.HitDice (4);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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if ((player = self->target->player) != NULL &&
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player->mo == self->target)
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{ // Squish the player
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@ -281,8 +281,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2)
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{
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int damage;
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damage = pr_atk.HitDice (friendly ? 3 : 5);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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z = self->z + 40*FRACUNIT;
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@ -327,8 +327,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk3)
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int damage;
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damage = pr_minotauratk3.HitDice (friendly ? 3 : 5);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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if ((player = self->target->player) != NULL &&
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player->mo == self->target)
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{ // Squish the player
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@ -396,8 +396,8 @@ void P_MinotaurSlam (AActor *source, AActor *target)
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target->velx += FixedMul (thrust, finecosine[angle]);
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target->vely += FixedMul (thrust, finesine[angle]);
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damage = pr_minotaurslam.HitDice (static_cast<AMinotaur *>(source) ? 4 : 6);
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P_DamageMobj (target, NULL, NULL, damage, NAME_Melee);
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P_TraceBleed (damage, target, angle, 0);
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int newdam = P_DamageMobj (target, NULL, NULL, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, target, angle, 0);
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if (target->player)
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{
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target->reactiontime = 14+(pr_minotaurslam()&7);
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@ -1503,7 +1503,7 @@ void APowerDamage::EndEffect( )
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//===========================================================================
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//
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// APowerDamage :: AbsorbDamage
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// APowerDamage :: ModifyDamage
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//
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//===========================================================================
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@ -87,8 +87,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
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S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
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damage = ((pr_prog() % 10) + 1) * 6;
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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//============================================================================
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@ -59,8 +59,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_StalkerAttack)
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{
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int damage = (pr_stalker() & 7) * 2 + 2;
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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}
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}
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@ -888,7 +888,9 @@ static inline bool MustForcePain(AActor *target, AActor *inflictor)
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}
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void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
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// Returns the amount of damage actually inflicted upon the target, or -1 if
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// the damage was cancelled.
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int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
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{
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unsigned ang;
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player_t *player = NULL;
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@ -901,7 +903,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
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{ // Shouldn't happen
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return;
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return -1;
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}
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// Spectral targets only take damage from spectral projectiles.
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@ -909,14 +911,14 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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{
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if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
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{
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return;
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return -1;
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}
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}
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if (target->health <= 0)
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{
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if (inflictor && mod == NAME_Ice)
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{
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return;
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return -1;
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}
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else if (target->flags & MF_ICECORPSE) // frozen
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{
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@ -924,7 +926,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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target->flags6 |= MF6_SHATTERING;
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target->velx = target->vely = target->velz = 0;
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}
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return;
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return -1;
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}
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if ((target->flags2 & MF2_INVULNERABLE) && damage < TELEFRAG_DAMAGE && !(flags & DMG_FORCED))
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{ // actor is invulnerable
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@ -932,7 +934,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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{
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if (inflictor == NULL || !(inflictor->flags3 & MF3_FOILINVUL))
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{
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return;
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return -1;
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}
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}
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else
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@ -940,7 +942,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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// Players are optionally excluded from getting thrust by damage.
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if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
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{
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return;
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return -1;
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}
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}
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@ -968,7 +970,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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if (target->flags2 & MF2_DORMANT)
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{
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// Invulnerable, and won't wake up
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return;
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return -1;
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}
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player = target->player;
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if (player && damage > 1 && damage < TELEFRAG_DAMAGE)
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||||
|
@ -984,19 +986,19 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
if (player != NULL)
|
||||
{
|
||||
if (!deathmatch && inflictor->FriendPlayer > 0)
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
else if (target->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
damage = inflictor->DoSpecialDamage (target, damage, mod);
|
||||
if (damage == -1)
|
||||
{
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
// Handle active damage modifiers (e.g. PowerDamage)
|
||||
|
@ -1010,7 +1012,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
{
|
||||
goto dopain;
|
||||
}
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
// Handle passive damage modifiers (e.g. PowerProtection)
|
||||
|
@ -1024,7 +1026,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
{
|
||||
goto dopain;
|
||||
}
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1041,7 +1043,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
{
|
||||
goto dopain;
|
||||
}
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1049,7 +1051,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
}
|
||||
if (damage == -1)
|
||||
{
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
// Push the target unless the source's weapon's kickback is 0.
|
||||
// (i.e. Gauntlets/Chainsaw)
|
||||
|
@ -1133,7 +1135,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
{ // Still allow telefragging :-(
|
||||
damage = (int)((float)damage * level.teamdamage);
|
||||
if (damage <= 0)
|
||||
return;
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1162,7 +1164,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
if (damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
|
||||
(player->cheats & CF_GODMODE)))
|
||||
{ // player is invulnerable, so don't hurt him
|
||||
return;
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
|
||||
|
@ -1173,12 +1175,12 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
if (damage <= 0)
|
||||
{
|
||||
// If MF6_FORCEPAIN is set, make the player enter the pain state.
|
||||
if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
|
||||
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS))
|
||||
{
|
||||
goto dopain;
|
||||
}
|
||||
return;
|
||||
if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
|
||||
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS))
|
||||
{
|
||||
goto dopain;
|
||||
}
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1237,7 +1239,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
damage = newdam;
|
||||
if (damage <= 0)
|
||||
{
|
||||
return;
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1296,7 +1298,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
}
|
||||
}
|
||||
target->Die (source, inflictor, flags);
|
||||
return;
|
||||
return damage;
|
||||
}
|
||||
|
||||
woundstate = target->FindState(NAME_Wound, mod);
|
||||
|
@ -1307,7 +1309,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
if (target->health <= woundhealth)
|
||||
{
|
||||
target->SetState (woundstate);
|
||||
return;
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1401,6 +1403,8 @@ dopain:
|
|||
// killough 11/98: Don't attack a friend, unless hit by that friend.
|
||||
if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target)))
|
||||
target->flags |= MF_JUSTHIT; // fight back!
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type)
|
||||
|
|
|
@ -530,7 +530,7 @@ extern FBlockNode** blocklinks; // for thing chains
|
|||
// P_INTER
|
||||
//
|
||||
void P_TouchSpecialThing (AActor *special, AActor *toucher);
|
||||
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0);
|
||||
int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0);
|
||||
void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type);
|
||||
bool P_GiveBody (AActor *actor, int num, int max=0);
|
||||
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison);
|
||||
|
|
102
src/p_map.cpp
102
src/p_map.cpp
|
@ -966,12 +966,13 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
thing->vely += tm.thing->vely;
|
||||
if ((thing->velx + thing->vely) > 3*FRACUNIT)
|
||||
{
|
||||
int newdam;
|
||||
damage = (tm.thing->Mass / 100) + 1;
|
||||
P_DamageMobj (thing, tm.thing, tm.thing, damage, tm.thing->DamageType);
|
||||
P_TraceBleed (damage, thing, tm.thing);
|
||||
newdam = P_DamageMobj (thing, tm.thing, tm.thing, damage, tm.thing->DamageType);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, thing, tm.thing);
|
||||
damage = (thing->Mass / 100) + 1;
|
||||
P_DamageMobj (tm.thing, thing, thing, damage >> 2, tm.thing->DamageType);
|
||||
P_TraceBleed (damage, tm.thing, thing);
|
||||
newdam = P_DamageMobj (tm.thing, thing, thing, damage >> 2, tm.thing->DamageType);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, tm.thing, thing);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -1149,10 +1150,10 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
}
|
||||
|
||||
damage = tm.thing->GetMissileDamage (3, 2);
|
||||
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
||||
int newdam = P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
||||
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
|
||||
{
|
||||
P_TraceBleed (damage, thing, tm.thing);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, thing, tm.thing);
|
||||
}
|
||||
if (thing->flags2 & MF2_PUSHABLE
|
||||
&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
|
||||
|
@ -1180,7 +1181,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
||||
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
|
||||
{
|
||||
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
||||
int newdam = P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
||||
if (damage > 0)
|
||||
{
|
||||
if ((tm.thing->flags5 & MF5_BLOODSPLATTER) &&
|
||||
|
@ -1194,7 +1195,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
}
|
||||
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
|
||||
{
|
||||
P_TraceBleed (damage, thing, tm.thing);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, thing, tm.thing);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3612,13 +3613,42 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|||
// We must pass the unreplaced puff type here
|
||||
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING);
|
||||
}
|
||||
|
||||
// Allow puffs to inflict poison damage, so that hitscans can poison, too.
|
||||
if (puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
|
||||
{
|
||||
P_PoisonMobj(trace.Actor, puff ? puff : t1, t1, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
|
||||
}
|
||||
|
||||
// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
|
||||
// Note: The puff may not yet be spawned here so we must check the class defaults, not the actor.
|
||||
int newdam = damage;
|
||||
if (damage || (puffDefaults->flags6 & MF6_FORCEPAIN))
|
||||
{
|
||||
int dmgflags = DMG_INFLICTOR_IS_PUFF | pflag;
|
||||
// Allow MF5_PIERCEARMOR on a weapon as well.
|
||||
if (t1->player != NULL && (dmgflags & DMG_PLAYERATTACK) && t1->player->ReadyWeapon != NULL &&
|
||||
t1->player->ReadyWeapon->flags5 & MF5_PIERCEARMOR)
|
||||
{
|
||||
dmgflags |= DMG_NO_ARMOR;
|
||||
}
|
||||
|
||||
if (puff == NULL)
|
||||
{
|
||||
// Since the puff is the damage inflictor we need it here
|
||||
// regardless of whether it is displayed or not.
|
||||
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
newdam = P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags);
|
||||
}
|
||||
if (!(puffDefaults->flags3&MF3_BLOODLESSIMPACT))
|
||||
{
|
||||
if (!bloodsplatter && !axeBlood &&
|
||||
!(trace.Actor->flags & MF_NOBLOOD) &&
|
||||
!(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
|
||||
{
|
||||
P_SpawnBlood (hitx, hity, hitz, angle - ANG180, damage, trace.Actor);
|
||||
P_SpawnBlood (hitx, hity, hitz, angle - ANG180, newdam > 0 ? newdam : damage, trace.Actor);
|
||||
}
|
||||
|
||||
if (damage)
|
||||
|
@ -3639,38 +3669,10 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|||
}
|
||||
}
|
||||
// [RH] Stick blood to walls
|
||||
P_TraceBleed (damage, trace.X, trace.Y, trace.Z,
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, trace.X, trace.Y, trace.Z,
|
||||
trace.Actor, srcangle, srcpitch);
|
||||
}
|
||||
}
|
||||
|
||||
// Allow puffs to inflict poison damage, so that hitscans can poison, too.
|
||||
if (puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
|
||||
{
|
||||
P_PoisonMobj(trace.Actor, puff ? puff : t1, t1, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
|
||||
}
|
||||
|
||||
// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
|
||||
// Note: The puff may not yet be spawned here so we must check the class defaults, not the actor.
|
||||
if (damage || (puffDefaults->flags6 & MF6_FORCEPAIN))
|
||||
{
|
||||
int dmgflags = DMG_INFLICTOR_IS_PUFF | pflag;
|
||||
// Allow MF5_PIERCEARMOR on a weapon as well.
|
||||
if (t1->player != NULL && (dmgflags & DMG_PLAYERATTACK) && t1->player->ReadyWeapon != NULL &&
|
||||
t1->player->ReadyWeapon->flags5 & MF5_PIERCEARMOR)
|
||||
{
|
||||
dmgflags |= DMG_NO_ARMOR;
|
||||
}
|
||||
|
||||
if (puff == NULL)
|
||||
{
|
||||
// Since the puff is the damage inflictor we need it here
|
||||
// regardless of whether it is displayed or not.
|
||||
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags);
|
||||
}
|
||||
if (victim != NULL)
|
||||
{
|
||||
*victim = trace.Actor;
|
||||
|
@ -3995,6 +3997,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
{
|
||||
fixed_t x, y, z;
|
||||
bool spawnpuff;
|
||||
bool bleed = false;
|
||||
int puffflags = PF_HITTHING;
|
||||
|
||||
x = x1 + FixedMul (RailHits[i].Distance, vx);
|
||||
|
@ -4012,8 +4015,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
puffflags |= PF_HITTHINGBLEED; // [XA] Allow for puffs to jump to XDeath state.
|
||||
if(!(puffDefaults->flags3 & MF3_BLOODLESSIMPACT))
|
||||
{
|
||||
P_SpawnBlood (x, y, z, (source->angle + angleoffset) - ANG180, damage, RailHits[i].HitActor);
|
||||
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
|
||||
bleed = true;
|
||||
}
|
||||
}
|
||||
if (spawnpuff)
|
||||
|
@ -4021,7 +4023,12 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
if (puffDefaults && puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
|
||||
P_PoisonMobj(RailHits[i].HitActor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
|
||||
|
||||
P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
|
||||
int newdam = P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
|
||||
if (bleed)
|
||||
{
|
||||
P_SpawnBlood (x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, RailHits[i].HitActor);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn a decal or puff at the point where the trace ended.
|
||||
|
@ -4551,16 +4558,17 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
|
|||
double velz;
|
||||
double thrust;
|
||||
int damage = (int)points;
|
||||
int newdam = damage;
|
||||
|
||||
if (!(flags & RADF_NODAMAGE))
|
||||
P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
||||
newdam = P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
||||
else if (thing->player == NULL && !(flags & RADF_NOIMPACTDAMAGE))
|
||||
thing->flags2 |= MF2_BLASTED;
|
||||
|
||||
if (!(thing->flags & MF_ICECORPSE))
|
||||
{
|
||||
if (!(flags & RADF_NODAMAGE) && !(bombspot->flags3 & MF3_BLOODLESSIMPACT))
|
||||
P_TraceBleed (damage, thing, bombspot);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, thing, bombspot);
|
||||
|
||||
if (!(flags & RADF_NODAMAGE) || !(bombspot->flags2 & MF2_NODMGTHRUST))
|
||||
{
|
||||
|
@ -4616,8 +4624,8 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
|
|||
damage = Scale(damage, thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT), FRACUNIT);
|
||||
if (damage > 0)
|
||||
{
|
||||
P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
||||
P_TraceBleed (damage, thing, bombspot);
|
||||
int newdam = P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, thing, bombspot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4819,7 +4827,7 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos)
|
|||
|
||||
if ((cpos->crushchange > 0) && !(level.maptime & 3))
|
||||
{
|
||||
P_DamageMobj (thing, NULL, NULL, cpos->crushchange, NAME_Crush);
|
||||
int newdam = P_DamageMobj (thing, NULL, NULL, cpos->crushchange, NAME_Crush);
|
||||
|
||||
// spray blood in a random direction
|
||||
if (!(thing->flags2&(MF2_INVULNERABLE|MF2_DORMANT)))
|
||||
|
@ -4829,7 +4837,7 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos)
|
|||
PalEntry bloodcolor = thing->GetBloodColor();
|
||||
const PClass *bloodcls = thing->GetBloodType();
|
||||
|
||||
P_TraceBleed (cpos->crushchange, thing);
|
||||
P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing);
|
||||
if (cl_bloodtype <= 1 && bloodcls != NULL)
|
||||
{
|
||||
AActor *mo;
|
||||
|
|
|
@ -2806,8 +2806,8 @@ bool AActor::Slam (AActor *thing)
|
|||
if (!(flags2 & MF2_DORMANT))
|
||||
{
|
||||
int dam = GetMissileDamage (7, 1);
|
||||
P_DamageMobj (thing, this, this, dam, NAME_Melee);
|
||||
P_TraceBleed (dam, thing, this);
|
||||
int newdam = P_DamageMobj (thing, this, this, dam, NAME_Melee);
|
||||
P_TraceBleed (newdam > 0 ? newdam : dam, thing, this);
|
||||
// The charging monster may have died by the target's actions here.
|
||||
if (health > 0)
|
||||
{
|
||||
|
|
|
@ -907,8 +907,8 @@ void FPolyObj::ThrustMobj (AActor *actor, side_t *side)
|
|||
{
|
||||
if (bHurtOnTouch || !P_CheckMove (actor, actor->x + thrustX, actor->y + thrustY))
|
||||
{
|
||||
P_DamageMobj (actor, NULL, NULL, crush, NAME_Crush);
|
||||
P_TraceBleed (crush, actor);
|
||||
int newdam = P_DamageMobj (actor, NULL, NULL, crush, NAME_Crush);
|
||||
P_TraceBleed (newdam > 0 ? newdam : crush, actor);
|
||||
}
|
||||
}
|
||||
if (level.flags2 & LEVEL2_POLYGRIND) actor->Grind(false); // crush corpses that get caught in a polyobject's way
|
||||
|
|
|
@ -315,8 +315,8 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
|
|||
{
|
||||
int damage = pr_camelee.HitDice(MeleeDamage);
|
||||
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
||||
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
|
||||
P_TraceBleed (damage, self->target, self);
|
||||
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
||||
}
|
||||
else if (domissile && MissileType != NULL)
|
||||
{
|
||||
|
@ -1119,8 +1119,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
|
|||
if (self->CheckMeleeRange ())
|
||||
{
|
||||
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
||||
P_DamageMobj (self->target, self, self, damage, DamageType);
|
||||
if (bleed) P_TraceBleed (damage, self->target, self);
|
||||
int newdam = P_DamageMobj (self->target, self, self, damage, DamageType);
|
||||
if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1151,8 +1151,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
|
|||
{
|
||||
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
|
||||
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
||||
P_DamageMobj (self->target, self, self, damage, DamageType);
|
||||
if (bleed) P_TraceBleed (damage, self->target, self);
|
||||
int newdam = P_DamageMobj (self->target, self, self, damage, DamageType);
|
||||
if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
||||
}
|
||||
else if (ti)
|
||||
{
|
||||
|
@ -4053,11 +4053,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
damage >>= 2;
|
||||
if (damage)
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
|
||||
int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
|
||||
if (spawnblood)
|
||||
{
|
||||
P_SpawnBlood(dx, dy, dz, angle, damage, self->target);
|
||||
P_TraceBleed(damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0);
|
||||
P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue