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- added a callback for when damage is drained from a target.
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2 changed files with 11 additions and 0 deletions
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@ -1415,6 +1415,12 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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}
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}
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}
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}
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IFVIRTUALPTR(source, AActor, OnDrain)
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{
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VMValue params[] = { source, target, draindamage, mod.GetIndex() };
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VMReturn ret(&draindamage);
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GlobalVMStack.Call(func, params, countof(params), &ret, 1);
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}
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if ( P_GiveBody( source, int(draindamage * damage)))
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if ( P_GiveBody( source, int(draindamage * damage)))
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{
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{
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S_Sound(source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM );
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S_Sound(source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM );
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@ -489,6 +489,11 @@ class Actor : Thinker native
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return Obituary;
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return Obituary;
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}
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}
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virtual int OnDrain(Actor victim, int damage, Name dmgtype)
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{
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return damage;
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}
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native virtual bool OkayToSwitchTarget(Actor other);
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native virtual bool OkayToSwitchTarget(Actor other);
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native static class<Actor> GetReplacement(class<Actor> cls);
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native static class<Actor> GetReplacement(class<Actor> cls);
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native static class<Actor> GetReplacee(class<Actor> cls);
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native static class<Actor> GetReplacee(class<Actor> cls);
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