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- Gave Strife's PhosphorousFire the MF2_NODMGTHRUST flag so that its
damage is truly thrustless. The 'thrustless' parameter disabled all thrust done by PIT_RadiusDamage but not the one done by P_DamageMobj. Also gave Hexen's poison cloud the MF3_BLOODLESSIMPACT flag and made spawning of blood decals in PIT_RadiusAttack depend on that. Since with these changes the 'bombthrustless' argument to P_RadiusAttack is no longer useful I removed it. SVN r285 (trunk)
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6 changed files with 18 additions and 14 deletions
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@ -1,4 +1,11 @@
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August 10, 2006 (Changes by Graf Zahl)
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- Gave Strife's PhosphorousFire the MF2_NODMGTHRUST flag so that its
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damage is truly thrustless. The 'thrustless' parameter disabled all
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thrust done by PIT_RadiusDamage but not the one done by P_DamageMobj.
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Also gave Hexen's poison cloud the MF3_BLOODLESSIMPACT flag and made
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spawning of blood decals in PIT_RadiusAttack depend on that. Since with
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these changes the 'bombthrustless' argument to P_RadiusAttack is no
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longer useful I removed it.
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- Fixed: CheckActorInventory stored the return value in the wrong address
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on the ACS stack.
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- Fixed: Skin sounds weren't properly restored after a SNDINFO reset.
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@ -403,7 +403,7 @@ IMPLEMENT_ACTOR (APoisonCloud, Hexen, -1, 0)
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PROP_MassLong (0x7fffffff)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF)
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PROP_Flags2 (MF2_NODMGTHRUST)
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PROP_Flags3 (MF3_DONTSPLASH|MF3_FOILINVUL|MF3_CANBLAST)
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PROP_Flags3 (MF3_DONTSPLASH|MF3_FOILINVUL|MF3_CANBLAST|MF3_BLOODLESSIMPACT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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@ -1565,7 +1565,7 @@ IMPLEMENT_ACTOR (APhosphorousFire, Strife, -1, 0)
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PROP_ReactionTime (120)
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PROP_DamageType (MOD_FIRE)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_NODMGTHRUST)
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PROP_RenderStyle (STYLE_Add)
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END_DEFAULTS
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@ -1585,7 +1585,7 @@ void A_SpawnBurn (AActor *self)
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void A_BurnArea (AActor *self)
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{
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true, true);
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
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}
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void A_Burnination (AActor *self)
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@ -315,7 +315,7 @@ extern fixed_t CameraX, CameraY, CameraZ;
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extern sector_t *CameraSector;
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// [RH] Means of death
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, int damageType, bool hurtSelf, bool thrustless=false, bool dodamage=true);
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, int damageType, bool hurtSelf, bool dodamage=true);
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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@ -3415,7 +3415,6 @@ float bombdistancefloat;
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bool DamageSource;
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int bombmod;
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vec3_t bombvec;
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bool bombthrustless;
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bool bombdodamage;
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//=============================================================================
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@ -3525,13 +3524,12 @@ BOOL PIT_RadiusAttack (AActor *thing)
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if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
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else thing->flags2 |= MF2_BLASTED;
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if (!(bombspot->flags2 & MF2_NODMGTHRUST) &&
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!(thing->flags & MF_ICECORPSE))
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{
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if (bombdodamage) P_TraceBleed (damage, thing, bombspot);
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if (!bombthrustless)
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if (!(thing->flags & MF_ICECORPSE))
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{
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if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
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if (!(bombspot->flags2 & MF2_NODMGTHRUST))
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{
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thrust = points * 0.5f / (float)thing->Mass;
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if (bombsource == thing)
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@ -3593,7 +3591,7 @@ BOOL PIT_RadiusAttack (AActor *thing)
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// Source is the creature that caused the explosion at spot.
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//
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, int damageType,
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bool hurtSource, bool thrustless, bool dodamage)
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bool hurtSource, bool dodamage)
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{
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static TArray<AActor *> radbt;
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@ -3614,7 +3612,6 @@ void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, int
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bombdamage = damage;
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bombdistance = distance;
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bombdistancefloat = 1.f / (float)distance;
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bombthrustless = thrustless;
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DamageSource = hurtSource;
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bombdamagefloat = (float)damage;
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bombmod = damageType;
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@ -505,7 +505,7 @@ void A_RadiusThrust (AActor *self)
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if (force == 0) force = 128;
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if (distance == 0) distance = force;
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, false);
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
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if (self->z <= self->floorz + (distance<<FRACBITS))
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{
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P_HitFloor (self);
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