From df317801bfa9c03a974099cd9f206f76da96782a Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Wed, 28 Oct 2009 23:14:20 +0000 Subject: [PATCH] - Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get the side effects from it. PainThreshold also needs to be inclusive, as the docs already state. SVN r1943 (trunk) --- docs/rh-log.txt | 5 +++++ src/p_interaction.cpp | 36 ++++++++++++++++++++---------------- 2 files changed, 25 insertions(+), 16 deletions(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 1d85b790d..77d5f674c 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,3 +1,8 @@ +October 28, 2009 +- Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get + the side effects from it. PainThreshold also needs to be inclusive, as + the docs already state. + October 26, 2009 - Changes to both A_MonsterRail() and A_CustomRailgun(): Save actor's pitch, use a larger aiming range, ignore non-targets in P_AimLineAttack(), and diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 22d8cdc81..3c8f715f5 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -931,7 +931,8 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage } if (inflictor != NULL) { - if (inflictor->flags5 & MF5_PIERCEARMOR) flags |= DMG_NO_ARMOR; + if (inflictor->flags5 & MF5_PIERCEARMOR) + flags |= DMG_NO_ARMOR; } MeansOfDeath = mod; @@ -981,21 +982,22 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage { return; } - } // Handle active damage modifiers (e.g. PowerDamage) if (source != NULL && source->Inventory != NULL) { int olddam = damage; source->Inventory->ModifyDamage(olddam, mod, damage, false); - if (olddam != damage && damage <= 0) return; + if (olddam != damage && damage <= 0) + return; } // Handle passive damage modifiers (e.g. PowerProtection) if (target->Inventory != NULL) { int olddam = damage; target->Inventory->ModifyDamage(olddam, mod, damage, true); - if (olddam != damage && damage <= 0) return; + if (olddam != damage && damage <= 0) + return; } DmgFactors * df = target->GetClass()->ActorInfo->DamageFactors; @@ -1006,11 +1008,13 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage if (pdf != NULL) { damage = FixedMul(damage, *pdf); - if (damage <= 0) return; + if (damage <= 0) + return; } } damage = FixedMul(damage, target->DamageFactor); - if (damage <= 0) return; + if (damage < 0) + return; damage = target->TakeSpecialDamage (inflictor, source, damage, mod); } @@ -1040,7 +1044,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage ang = R_PointToAngle2 (origin->x, origin->y, target->x, target->y); - // Calculate this as float to avoid overflows so that the // clamping that had to be done here can be removed. double fltthrust; @@ -1131,8 +1134,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage damage = newdam; if (damage <= 0) { - // If MF&_FORCEPAIN is set make the player enter the pain state. - if (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)) goto dopain; + // If MF6_FORCEPAIN is set, make the player enter the pain state. + if (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)) + goto dopain; return; } } @@ -1268,7 +1272,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) && !G_SkillProperty(SKILLP_NoPain) && !(target->flags & MF_SKULLFLY)) { - pc = target->GetClass()->ActorInfo->PainChances; painchance = target->PainChance; if (pc != NULL) @@ -1280,7 +1283,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage } } - if ((damage > target->PainThreshold && pr_damagemobj() < painchance) || + if ((damage >= target->PainThreshold && pr_damagemobj() < painchance) || (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) { dopain: @@ -1289,8 +1292,9 @@ dopain: if (pr_lightning() < 96) { justhit = true; - FState * painstate = target->FindState(NAME_Pain, mod); - if (painstate != NULL) target->SetState (painstate); + FState *painstate = target->FindState(NAME_Pain, mod); + if (painstate != NULL) + target->SetState(painstate); } else { // "electrocute" the target @@ -1304,8 +1308,9 @@ dopain: else { justhit = true; - FState * painstate = target->FindState(NAME_Pain, mod); - if (painstate != NULL) target->SetState (painstate); + FState *painstate = target->FindState(NAME_Pain, mod); + if (painstate != NULL) + target->SetState(painstate); if (mod == NAME_PoisonCloud) { if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128) @@ -1353,7 +1358,6 @@ dopain: // killough 11/98: Don't attack a friend, unless hit by that friend. if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target))) target->flags |= MF_JUSTHIT; // fight back! - } bool AActor::OkayToSwitchTarget (AActor *other)