mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- Fixed: Projectile impacts never called P_DamageMobj when damage was 0 without the CAUSEPAIN flag.
This commit is contained in:
parent
890fb39d25
commit
f161c0c501
2 changed files with 7 additions and 7 deletions
|
@ -925,9 +925,9 @@ static inline bool MustForcePain(AActor *target, AActor *inflictor)
|
|||
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS));
|
||||
}
|
||||
|
||||
static inline bool isFakePain(AActor *target, AActor *inflictor)
|
||||
static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
|
||||
{
|
||||
return ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)));
|
||||
return ((target->flags7 & MF7_ALLOWPAIN && damage > 0) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)));
|
||||
}
|
||||
|
||||
|
||||
|
@ -956,7 +956,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
|
||||
//Rather than unnecessarily call the function over and over again, let's be a little more efficient.
|
||||
fakedPain = (isFakePain(target, inflictor));
|
||||
fakedPain = (isFakePain(target, inflictor, damage));
|
||||
forcedPain = (MustForcePain(target, inflictor));
|
||||
|
||||
// Spectral targets only take damage from spectral projectiles.
|
||||
|
@ -1453,8 +1453,8 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig
|
|||
|
||||
//CAUSEPAIN can always attempt to trigger the chances of pain.
|
||||
//ALLOWPAIN can do the same, only if the (unfiltered aka fake) damage is greater than 0.
|
||||
if ((((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0))
|
||||
|| ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
|
||||
if (((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0))
|
||||
|| ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
{
|
||||
holdDamage = damage; //Store the modified damage away after factors are taken into account.
|
||||
damage = fakeDamage; //Retrieve the original damage.
|
||||
|
@ -1474,7 +1474,7 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig
|
|||
}
|
||||
}
|
||||
|
||||
if ((((damage >= target->PainThreshold)) && (pr_damagemobj() < painchance))
|
||||
if ((((damage >= target->PainThreshold) || (fakedPain)) && (pr_damagemobj() < painchance))
|
||||
|| (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)))
|
||||
{
|
||||
dopain:
|
||||
|
|
|
@ -1288,7 +1288,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
|
|||
|
||||
// Do damage
|
||||
damage = tm.thing->GetMissileDamage((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
||||
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
|
||||
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN) || (tm.thing->flags7 & MF7_CAUSEPAIN))
|
||||
{
|
||||
int newdam = P_DamageMobj(thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
||||
if (damage > 0)
|
||||
|
|
Loading…
Reference in a new issue