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- fixed: Draining health from a victim must check for damage reduction before awarding the health to the player. This affected Heretic's gauntlets, A_Saw and A_CustomPunch.
- added a DONTDRAIN flag that prevents the above attacks from draining any health at all.
This commit is contained in:
parent
c4ad09fe90
commit
394f21f71e
8 changed files with 27 additions and 15 deletions
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@ -265,7 +265,7 @@ enum
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// --- mobj.flags5 ---
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/* = 0x00000001, */
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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/* = 0x00000002, */
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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/* = 0x00000008, */
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@ -115,6 +115,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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angle_t slope;
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player_t *player;
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AActor *linetarget;
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int actualdamage;
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ACTION_PARAM_START(9);
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ACTION_PARAM_SOUND(fullsound, 0);
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@ -151,7 +152,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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return;
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}
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P_LineAttack (self, angle, Range, slope, damage, NAME_Melee, pufftype, false, &linetarget);
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P_LineAttack (self, angle, Range, slope, damage, NAME_Melee, pufftype, false, &linetarget, &actualdamage);
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if (!linetarget)
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{
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@ -180,8 +181,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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}
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}
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if (LifeSteal)
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P_GiveBody (self, (damage * LifeSteal) >> FRACBITS);
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if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
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P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS);
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S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
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@ -240,6 +240,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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player_t *player;
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const PClass *pufftype;
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AActor *linetarget;
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int actualdamage = 0;
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if (NULL == (player = self->player))
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{
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@ -273,7 +274,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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pufftype = PClass::FindClass("GauntletPuff1");
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}
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slope = P_AimLineAttack (self, angle, dist, &linetarget);
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P_LineAttack (self, angle, dist, slope, damage, NAME_Melee, pufftype, false, &linetarget);
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P_LineAttack (self, angle, dist, slope, damage, NAME_Melee, pufftype, false, &linetarget, &actualdamage);
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if (!linetarget)
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{
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if (pr_gatk() > 64)
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@ -298,7 +299,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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}
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if (power)
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{
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P_GiveBody (self, damage>>1);
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if (!(linetarget->flags5 & MF5_DONTDRAIN)) P_GiveBody (self, actualdamage>>1);
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S_Sound (self, CHAN_AUTO, "weapons/gauntletspowhit", 1, ATTN_NORM);
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}
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else
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@ -1262,7 +1262,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// If the damaging player has the power of drain, give the player 50% of the damage
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// done in health.
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if ( source && source->player && source->player->cheats & CF_DRAIN)
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if ( source && source->player && source->player->cheats & CF_DRAIN && !(target->flags5 & MF5_DONTDRAIN))
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{
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if (!target->player || target->player != source->player)
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{
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@ -460,8 +460,8 @@ enum // P_LineAttack flags
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LAF_NORANDOMPUFFZ = 2
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};
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, AActor **victim = NULL);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
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@ -3496,7 +3496,7 @@ static ETraceStatus CheckForSpectral (FTraceResults &res, void *userdata)
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//==========================================================================
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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int pitch, int damage, FName damageType, const PClass *pufftype, int flags, AActor **victim)
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int pitch, int damage, FName damageType, const PClass *pufftype, int flags, AActor **victim, int *actualdamage)
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{
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fixed_t vx, vy, vz, shootz;
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FTraceResults trace;
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@ -3514,6 +3514,10 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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{
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*victim = NULL;
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}
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if (actualdamage != NULL)
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{
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*actualdamage = 0;
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}
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angle >>= ANGLETOFINESHIFT;
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pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
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@ -3684,6 +3688,10 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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killPuff = true;
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}
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newdam = P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags);
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if (actualdamage != NULL)
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{
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*actualdamage = newdam;
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}
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}
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if (!(puffDefaults != NULL && puffDefaults->flags3&MF3_BLOODLESSIMPACT))
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{
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@ -3741,7 +3749,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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}
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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int pitch, int damage, FName damageType, FName pufftype, int flags, AActor **victim)
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int pitch, int damage, FName damageType, FName pufftype, int flags, AActor **victim, int *actualdamage)
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{
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const PClass * type = PClass::FindClass(pufftype);
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if (victim != NULL)
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@ -3754,7 +3762,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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}
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else
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{
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return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim);
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return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim, actualdamage);
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}
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return NULL;
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}
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@ -1388,6 +1388,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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angle_t angle;
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int pitch;
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AActor * linetarget;
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int actualdamage;
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if (!norandom) Damage *= (pr_cwpunch()%8+1);
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@ -1404,13 +1405,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
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int puffFlags = LAF_ISMELEEATTACK | (flags & CPF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget);
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P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage);
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// turn to face target
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if (linetarget)
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{
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if (LifeSteal)
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P_GiveBody (self, (Damage * LifeSteal) >> FRACBITS);
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if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
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P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS);
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if (weapon != NULL)
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{
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@ -182,6 +182,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
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DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
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DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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