Added QF_SHAKEONLY

The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
This commit is contained in:
inkoalawetrust 2022-09-25 09:13:23 +03:00 committed by Christoph Oelckers
parent 457ad97553
commit 29421e6975
2 changed files with 9 additions and 6 deletions

View file

@ -115,6 +115,7 @@ enum
QF_3D = 1 << 6,
QF_GROUNDONLY = 1 << 7,
QF_AFFECTACTORS = 1 << 8,
QF_SHAKEONLY = 1 << 9,
};
struct FQuakeJiggers
@ -153,7 +154,7 @@ public:
double GetModIntensity(double intensity, bool fake = false) const;
double GetModWave(double ticFrac, double waveMultiplier) const;
double GetFalloff(double dist) const;
void DoQuakeDamage(AActor *m_Spot, AActor *victim) const;
void DoQuakeDamage(DEarthquake *quake, AActor *victim) const;
static int StaticGetQuakeIntensities(double ticFrac, AActor *viewer, FQuakeJiggers &jiggers);
};

View file

@ -132,7 +132,7 @@ void DEarthquake::Tick ()
continue;
DoQuakeDamage(m_Spot, mo);
DoQuakeDamage(this, mo);
}
}
else
@ -142,7 +142,7 @@ void DEarthquake::Tick ()
if (Level->PlayerInGame(i) && !(Level->Players[i]->cheats & CF_NOCLIP))
{
AActor* victim = Level->Players[i]->mo;
DoQuakeDamage(m_Spot, victim);
DoQuakeDamage(this, victim);
}
}
}
@ -168,15 +168,17 @@ void DEarthquake::Tick ()
//
//==========================================================================
void DEarthquake::DoQuakeDamage(AActor *m_Spot, AActor *victim) const
void DEarthquake::DoQuakeDamage(DEarthquake *quake, AActor *victim) const
{
double dist;
dist = m_Spot->Distance2D(victim, true);
if (!quake || !victim) return;
dist = quake->m_Spot->Distance2D(victim, true);
// Check if in damage radius
if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
{
if (pr_quake() < 50)
if (!(quake->m_Flags & QF_SHAKEONLY) && pr_quake() < 50)
{
P_DamageMobj(victim, NULL, NULL, pr_quake.HitDice(1), NAME_Quake);
}