- added selfdamagefactor actor property.

This commit is contained in:
Christoph Oelckers 2017-02-27 11:22:51 +01:00
parent e84a2899f9
commit f9f9f2d5fc
5 changed files with 19 additions and 0 deletions

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@ -257,6 +257,7 @@ PClassActor::PClassActor()
WoundHealth = 6; WoundHealth = 6;
FastSpeed = -1.; FastSpeed = -1.;
RDFactor = 1.; RDFactor = 1.;
SelfDamageFactor = 1.;
CameraHeight = INT_MIN; CameraHeight = INT_MIN;
DropItems = NULL; DropItems = NULL;
@ -317,6 +318,7 @@ void PClassActor::DeriveData(PClass *newclass)
newa->WoundHealth = WoundHealth; newa->WoundHealth = WoundHealth;
newa->FastSpeed = FastSpeed; newa->FastSpeed = FastSpeed;
newa->RDFactor = RDFactor; newa->RDFactor = RDFactor;
newa->SelfDamageFactor = SelfDamageFactor;
newa->CameraHeight = CameraHeight; newa->CameraHeight = CameraHeight;
newa->HowlSound = HowlSound; newa->HowlSound = HowlSound;
newa->BloodType = BloodType; newa->BloodType = BloodType;

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@ -299,6 +299,7 @@ public:
int WoundHealth; // Health needed to enter wound state int WoundHealth; // Health needed to enter wound state
double FastSpeed; // speed in fast mode double FastSpeed; // speed in fast mode
double RDFactor; // Radius damage factor double RDFactor; // Radius damage factor
double SelfDamageFactor;
double CameraHeight; // Height of camera when used as such double CameraHeight; // Height of camera when used as such
FSoundID HowlSound; // Sound being played when electrocuted or poisoned FSoundID HowlSound; // Sound being played when electrocuted or poisoned
FName BloodType; // Blood replacement type FName BloodType; // Blood replacement type

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@ -1020,6 +1020,11 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
} }
return 0; return 0;
} }
if (target == source && damage < TELEFRAG_DAMAGE)
{
damage = int(damage * target->GetClass()->SelfDamageFactor);
}
// [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything // [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything
// different here. At any rate, invulnerable is being checked before type factoring, which is then being // different here. At any rate, invulnerable is being checked before type factoring, which is then being
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the // checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the

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@ -321,6 +321,7 @@ DEFINE_FIELD(PClassActor, GibHealth)
DEFINE_FIELD(PClassActor, WoundHealth) DEFINE_FIELD(PClassActor, WoundHealth)
DEFINE_FIELD(PClassActor, FastSpeed) DEFINE_FIELD(PClassActor, FastSpeed)
DEFINE_FIELD(PClassActor, RDFactor) DEFINE_FIELD(PClassActor, RDFactor)
DEFINE_FIELD(PClassActor, SelfDamageFactor)
DEFINE_FIELD(PClassActor, CameraHeight) DEFINE_FIELD(PClassActor, CameraHeight)
DEFINE_FIELD(PClassActor, HowlSound) DEFINE_FIELD(PClassActor, HowlSound)
DEFINE_FIELD(PClassActor, BloodType) DEFINE_FIELD(PClassActor, BloodType)

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@ -1430,6 +1430,16 @@ DEFINE_PROPERTY(radiusdamagefactor, F, Actor)
static_cast<PClassActor *>(info)->RDFactor = i; static_cast<PClassActor *>(info)->RDFactor = i;
} }
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(selfdamagefactor, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->SelfDamageFactor = i;
}
//========================================================================== //==========================================================================
// //
//========================================================================== //==========================================================================