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Fixed: IsFakePain received the modified damage instead of the raw, preventing ALLOWPAIN from working as intended.
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1 changed files with 3 additions and 3 deletions
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@ -801,7 +801,7 @@ static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
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}
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}
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// [MC] Completely ripped out of DamageMobj to make it less messy.
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// [MC] Completely ripped out of DamageMobj to make it less messy.
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static void ReactToDamage(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
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static void ReactToDamage(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, int originaldamage)
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{
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{
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bool justhit = false;
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bool justhit = false;
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int painchance = 0;
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int painchance = 0;
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@ -827,7 +827,7 @@ static void ReactToDamage(AActor *target, AActor *inflictor, AActor *source, int
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// Are we attempting to cause pain?
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// Are we attempting to cause pain?
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if (!noPain)
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if (!noPain)
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{
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{
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fakedPain = (isFakePain(target, inflictor, damage));
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fakedPain = (isFakePain(target, inflictor, originaldamage));
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forcedPain = (MustForcePain(target, inflictor));
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forcedPain = (MustForcePain(target, inflictor));
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}
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}
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@ -1456,7 +1456,7 @@ static int DoDamageMobj(AActor *target, AActor *inflictor, AActor *source, int d
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bool needevent = true;
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bool needevent = true;
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int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
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int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
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if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise.
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if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise.
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ReactToDamage(target, inflictor, source, realdamage, mod, flags);
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ReactToDamage(target, inflictor, source, realdamage, mod, flags, damage);
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if (realdamage > 0 && needevent)
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if (realdamage > 0 && needevent)
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{
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{
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