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Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.
- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
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449610496f
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7 changed files with 17 additions and 14 deletions
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@ -1422,7 +1422,7 @@ public:
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}
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int ApplyDamageFactor(FName damagetype, int damage) const;
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int GetModifiedDamage(FName damagetype, int damage, bool passive);
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int GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags = 0);
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void DeleteAttachedLights();
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bool isFrozen();
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@ -1150,13 +1150,13 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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// Handle active damage modifiers (e.g. PowerDamage)
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if (damage > 0 && !(flags & DMG_NO_ENHANCE))
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{
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damage = source->GetModifiedDamage(mod, damage, false);
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damage = source->GetModifiedDamage(mod, damage, false, inflictor, source, flags);
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}
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}
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// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
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if (damage > 0 && !(flags & DMG_NO_PROTECT))
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{
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damage = target->GetModifiedDamage(mod, damage, true);
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damage = target->GetModifiedDamage(mod, damage, true, inflictor, source, flags);
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}
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if (damage > 0 && !(flags & DMG_NO_FACTOR))
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{
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@ -1747,7 +1747,7 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPain
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// Take half damage in trainer mode
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damage = int(damage * G_SkillProperty(SKILLP_DamageFactor) * sv_damagefactorplayer);
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// Handle passive damage modifiers (e.g. PowerProtection)
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damage = target->GetModifiedDamage(player->poisontype, damage, true);
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damage = target->GetModifiedDamage(player->poisontype, damage, true, nullptr, source);
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// Modify with damage factors
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damage = target->ApplyDamageFactor(player->poisontype, damage);
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@ -7217,15 +7217,15 @@ void AActor::ClearCounters()
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}
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}
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int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
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int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags)
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{
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auto inv = Inventory;
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while (inv != nullptr)
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{
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IFVIRTUALPTRNAME(inv, NAME_Inventory, ModifyDamage)
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{
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VMValue params[5] = { (DObject*)inv, damage, int(damagetype), &damage, passive };
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VMCall(func, params, 5, nullptr, 0);
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VMValue params[8] = { (DObject*)inv, damage, int(damagetype), &damage, passive, inflictor, source, flags };
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VMCall(func, params, 8, nullptr, 0);
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}
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inv = inv->Inventory;
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}
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@ -799,9 +799,9 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, ClearCounters, ClearCounters)
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return 0;
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}
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static int GetModifiedDamage(AActor *self, int type, int damage, bool passive)
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static int GetModifiedDamage(AActor *self, int type, int damage, bool passive, AActor *inflictor, AActor *source, int flags)
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{
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return self->GetModifiedDamage(ENamedName(type), damage, passive);
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return self->GetModifiedDamage(ENamedName(type), damage, passive, inflictor, source, flags);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetModifiedDamage, GetModifiedDamage)
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@ -810,7 +810,10 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetModifiedDamage, GetModifiedDamage)
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PARAM_NAME(type);
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PARAM_INT(damage);
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PARAM_BOOL(passive);
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ACTION_RETURN_INT(self->GetModifiedDamage(type, damage, passive));
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PARAM_OBJECT(inflictor, AActor);
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PARAM_OBJECT(source, AActor);
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PARAM_INT(flags);
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ACTION_RETURN_INT(self->GetModifiedDamage(type, damage, passive, inflictor, source, flags));
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}
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static int ApplyDamageFactor(AActor *self, int type, int damage)
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@ -651,7 +651,7 @@ class Actor : Thinker native
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native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
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native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false);
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native int ApplyDamageFactor(Name damagetype, int damage);
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native int GetModifiedDamage(Name damagetype, int damage, bool passive);
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native int GetModifiedDamage(Name damagetype, int damage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0);
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native bool CheckBossDeath();
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void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); }
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@ -1002,7 +1002,7 @@ class Inventory : Actor
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//
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//===========================================================================
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virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
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virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0) {}
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virtual bool Use (bool pickup) { return false; }
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@ -1655,7 +1655,7 @@ class PowerDamage : Powerup
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//
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//===========================================================================
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags)
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{
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if (!passive && damage > 0)
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{
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@ -1749,7 +1749,7 @@ class PowerProtection : Powerup
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//
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//===========================================================================
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags)
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{
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if (passive && damage > 0)
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{
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