- scriptified ApplyKickback.

This commit is contained in:
Christoph Oelckers 2018-11-25 01:12:45 +01:00 committed by drfrag
parent 2145db9fbd
commit 94b0338c31
6 changed files with 88 additions and 78 deletions

View file

@ -66,6 +66,7 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, statusscreen_dm)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mSliderColor)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defaultbloodcolor)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, telefogheight)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defKickback)
const char *GameNames[17] =
{

View file

@ -73,7 +73,6 @@ FRandom pr_damagemobj ("ActorTakeDamage");
static FRandom pr_lightning ("LightningDamage");
static FRandom pr_poison ("PoisonDamage");
static FRandom pr_switcher ("SwitchTarget");
static FRandom pr_kickbackdir ("KickbackDir");
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
@ -913,80 +912,6 @@ void P_AutoUseStrifeHealth (player_t *player)
==================
*/
void ApplyKickback(AActor *target, AActor *inflictor, AActor *source, int damage, DAngle angle, FName mod, int flags)
{
DAngle ang;
int kickback;
double thrust;
if (inflictor && inflictor->projectileKickback)
kickback = inflictor->projectileKickback;
else if (!source || !source->player || !source->player->ReadyWeapon)
kickback = gameinfo.defKickback;
else
kickback = source->player->ReadyWeapon->Kickback;
kickback = int(kickback * G_SkillProperty(SKILLP_KickbackFactor));
if (kickback)
{
AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
if (flags & DMG_USEANGLE)
{
ang = angle;
}
else if (origin->X() == target->X() && origin->Y() == target->Y())
{
// If the origin and target are in exactly the same spot, choose a random direction.
// (Most likely cause is from telefragging somebody during spawning because they
// haven't moved from their spawn spot at all.)
ang = pr_kickbackdir.GenRand_Real2() * 360.;
}
else
{
ang = origin->AngleTo(target);
}
thrust = mod == NAME_MDK ? 10 : 32;
if (target->Mass > 0)
{
thrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., thrust);
}
// Don't apply ultra-small damage thrust
if (thrust < 0.01) thrust = 0;
// make fall forwards sometimes
if ((damage < 40) && (damage > target->health)
&& (target->Z() - origin->Z() > 64)
&& (pr_damagemobj() & 1)
// [RH] But only if not too fast and not flying
&& thrust < 10
&& !(target->flags & MF_NOGRAVITY)
&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
)
{
ang += 180.;
thrust *= 4;
}
if (source && source->player && (flags & DMG_INFLICTOR_IS_PUFF)
&& source->player->ReadyWeapon != NULL &&
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
{
// Staff power level 2
target->Thrust(ang, 10);
if (!(target->flags & MF_NOGRAVITY))
{
target->Vel.Z += 5.;
}
}
else
{
target->Thrust(ang, thrust);
}
}
}
static inline bool MustForcePain(AActor *target, AActor *inflictor)
{
return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
@ -1002,9 +927,7 @@ static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
// the damage was cancelled.
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
{
DAngle ang;
player_t *player = NULL;
double thrust;
int temp;
int painchance = 0;
FState * woundstate = NULL;
@ -1267,7 +1190,11 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
&& !(target->flags7 & MF7_DONTTHRUST)
&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
{
ApplyKickback(target, inflictor, source, damage, angle, mod, flags);
IFVIRTUALPTR(target, AActor, ApplyKickback)
{
VMValue params[] = { target, inflictor, source, damage, angle.Degrees, mod.GetIndex(), flags };
VMCall(func, params, countof(params), nullptr, 0);
}
}
// [RH] Avoid friendly fire if enabled

View file

@ -7,6 +7,7 @@ version "3.7"
#include "zscript/actor.txt"
#include "zscript/actor_attacks.txt"
#include "zscript/actor_checks.txt"
#include "zscript/actor_interaction.txt"
#include "zscript/events.txt"
#include "zscript/destructible.txt"
#include "zscript/level_compatibility.txt"

View file

@ -0,0 +1,79 @@
extend class Actor
{
virtual void ApplyKickback(Actor inflictor, Actor source, int damage, double angle, Name mod, int flags)
{
double ang;
int kickback;
double thrust;
if (inflictor && inflictor.projectileKickback)
kickback = inflictor.projectileKickback;
else if (!source || !source.player || !source.player.ReadyWeapon)
kickback = gameinfo.defKickback;
else
kickback = source.player.ReadyWeapon.Kickback;
kickback = int(kickback * G_SkillPropertyFloat(SKILLP_KickbackFactor));
if (kickback)
{
Actor origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
if (flags & DMG_USEANGLE)
{
ang = angle;
}
else if (origin.pos.xy == pos.xy)
{
// If the origin and target are in exactly the same spot, choose a random direction.
// (Most likely cause is from telefragging somebody during spawning because they
// haven't moved from their spawn spot at all.)
ang = frandom[Kickback](0., 360.);
}
else
{
ang = origin.AngleTo(self);
}
thrust = mod == 'MDK' ? 10 : 32;
if (Mass > 0)
{
thrust = clamp((damage * 0.125 * kickback) / Mass, 0., thrust);
}
// Don't apply ultra-small damage thrust
if (thrust < 0.01) thrust = 0;
// make fall forwards sometimes
if ((damage < 40) && (damage > health)
&& (pos.Z - origin.pos.Z > 64)
&& (random[Kickback]() & 1)
// [RH] But only if not too fast and not flying
&& thrust < 10
&& !bNoGravity
&& !bNoForwardFall
&& (inflictor == NULL || !inflictor.bNoForwardFall)
)
{
ang += 180.;
thrust *= 4;
}
if (source && source.player && (flags & DMG_INFLICTOR_IS_PUFF)
&& source.player.ReadyWeapon != NULL && (source.player.ReadyWeapon.bSTAFF2_KICKBACK))
{
// Staff power level 2
Thrust(10, ang);
if (!bNoGravity)
{
Vel.Z += 5.;
}
}
else
{
Thrust(thrust, ang);
}
}
}
}

View file

@ -362,6 +362,7 @@ struct GameInfoStruct native
native Name mSliderColor;
native Color defaultbloodcolor;
native double telefogheight;
native int defKickback;
}
class Object native

View file

@ -1001,6 +1001,7 @@ enum EFSkillProperty // floating point properties
SKILLP_Aggressiveness,
SKILLP_MonsterHealth,
SKILLP_FriendlyHealth,
SKILLP_KickbackFactor,
};
enum EWeaponPos