- Follow-up of the previous commit.

- Cleaned up the DoDamage and DoKill functionality.
- Added DMSS_FOILBUDDHA and KILS_FOILBUDDHA.
This commit is contained in:
MajorCooke 2014-10-24 23:14:07 -05:00 committed by Christoph Oelckers
parent d1dc6fd59a
commit a19620968d
3 changed files with 30 additions and 42 deletions

View File

@ -559,6 +559,7 @@ enum EDmgFlags
DMG_NO_FACTOR = 16,
DMG_PLAYERATTACK = 32,
DMG_FOILINVUL = 64,
DMG_FOILBUDDHA = 128,
};

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@ -4831,43 +4831,26 @@ enum DMSS
DMSS_AFFECTARMOR = 2,
DMSS_KILL = 4,
DMSS_NOFACTOR = 8,
DMSS_FOILBUDDHA = 16,
};
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
{
if ((amount > 0) || (flags & DMSS_KILL))
{
if (!(dmgtarget->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
if (flags & DMSS_KILL)
{
P_DamageMobj(dmgtarget, self, self, dmgtarget->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
if (flags & DMSS_NOFACTOR)
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_FACTOR);
}
else
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL);
}
}
else
{
if (flags & DMSS_NOFACTOR)
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR | DMG_NO_FACTOR);
}
//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
else
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
}
int dmgFlags = 0;
if (flags & DMSS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
if (flags & DMSS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((flags & DMSS_KILL) || (flags & DMSS_NOFACTOR)) //Kill implies NoFactor
dmgFlags += DMG_NO_FACTOR;
if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
dmgFlags += DMG_NO_ARMOR;
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
amount += dmgtarget->health;
if (amount > 0)
P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
else if (amount < 0)
{
amount = -amount;
@ -4991,30 +4974,32 @@ enum KILS
KILS_FOILINVUL = 1 << 0,
KILS_KILLMISSILES = 1 << 1,
KILS_NOMONSTERS = 1 << 2,
KILS_FOILBUDDHA = 1 << 3,
};
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags)
{
int dmgFlags = DMG_NO_ARMOR + DMG_NO_FACTOR;
if (KILS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
if (KILS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it.
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(killtarget->flags5 & MF5_NODAMAGE))
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
(!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(killtarget, NULL, NULL);
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (flags & KILS_FOILINVUL)
{
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, dmgFlags);
}
}

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@ -375,12 +375,14 @@ enum
const int KILS_FOILINVUL = 1;
const int KILS_KILLMISSILES = 2;
const int KILS_NOMONSTERS = 4;
const int KILS_FOILBUDDHA = 8;
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
const int DMSS_FOILINVUL = 1;
const int DMSS_AFFECTARMOR = 2;
const int DMSS_KILL = 4;
const int DMSS_NOFACTOR = 8;
const int DMSS_FOILBUDDHA = 16;
// Flags for A_AlertMonsters
const int AMF_TARGETEMITTER = 1;