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Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
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6b70cad6e1
commit
4b4ff8dd0e
4 changed files with 55 additions and 32 deletions
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@ -246,6 +246,7 @@ extern TArray<spechit_t> portalhit;
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int P_TestMobjLocation (AActor *mobj);
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int P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
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bool P_CheckPosition(AActor *thing, const DVector2 &pos, bool actorsonly = false);
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void P_DoMissileDamage(AActor* inflictor, AActor* target);
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bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, bool actorsonly = false);
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AActor *P_CheckOnmobj (AActor *thing);
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void P_FakeZMovement (AActor *mo);
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@ -1230,6 +1230,57 @@ static bool CanAttackHurt(AActor *victim, AActor *shooter)
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return true;
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}
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//==========================================================================
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//
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// P_DoMissileDamage
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// Handle damaging/poisoning enemies from missiles.
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// target is the target to be dealt damage to.
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// inflictor is the actor dealing the damage.
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//
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//==========================================================================
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void P_DoMissileDamage(AActor* inflictor, AActor* target)
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{
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// Do poisoning (if using new style poison)
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if (inflictor->PoisonDamage > 0 && inflictor->PoisonDuration != INT_MIN)
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{
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P_PoisonMobj(target, inflictor, inflictor->target, inflictor->PoisonDamage, inflictor->PoisonDuration, inflictor->PoisonPeriod, inflictor->PoisonDamageType);
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}
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// Do damage
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int damage = inflictor->GetMissileDamage((inflictor->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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if ((damage > 0) || (inflictor->flags6 & MF6_FORCEPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
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{
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int newdam = P_DamageMobj(target, inflictor, inflictor->target, damage, inflictor->DamageType);
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if (damage > 0)
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{
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if ((inflictor->flags5 & MF5_BLOODSPLATTER) &&
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!(target->flags & MF_NOBLOOD) &&
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!(target->flags2 & MF2_REFLECTIVE) &&
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!(target->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)) &&
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!(inflictor->flags3 & MF3_BLOODLESSIMPACT) &&
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(pr_checkthing() < 192))
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{
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P_BloodSplatter(inflictor->Pos(), target, inflictor->AngleTo(target));
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}
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if (!(inflictor->flags3 & MF3_BLOODLESSIMPACT))
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{
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P_TraceBleed(newdam > 0 ? newdam : damage, target, inflictor);
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}
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}
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}
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else
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{
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P_GiveBody(target, -damage);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, DoMissileDamage)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(target, AActor);
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P_DoMissileDamage(self, target);
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return 0;
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}
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//==========================================================================
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//
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// PIT_CheckThing
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@ -1555,38 +1606,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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}
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}
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// Do poisoning (if using new style poison)
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if (tm.thing->PoisonDamage > 0 && tm.thing->PoisonDuration != INT_MIN)
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{
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P_PoisonMobj(thing, tm.thing, tm.thing->target, tm.thing->PoisonDamage, tm.thing->PoisonDuration, tm.thing->PoisonPeriod, tm.thing->PoisonDamageType);
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}
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// Do damage
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damage = tm.thing->GetMissileDamage((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN) || (tm.thing->flags7 & MF7_CAUSEPAIN))
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{
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int newdam = P_DamageMobj(thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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if (damage > 0)
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{
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if ((tm.thing->flags5 & MF5_BLOODSPLATTER) &&
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!(thing->flags & MF_NOBLOOD) &&
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!(thing->flags2 & MF2_REFLECTIVE) &&
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!(thing->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)) &&
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!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
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(pr_checkthing() < 192))
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{
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P_BloodSplatter(tm.thing->Pos(), thing, tm.thing->AngleTo(thing));
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}
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if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
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{
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P_TraceBleed(newdam > 0 ? newdam : damage, thing, tm.thing);
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}
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}
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}
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else
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{
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P_GiveBody(thing, -damage);
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}
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P_DoMissileDamage(tm.thing, thing);
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if ((thing->flags7 & MF7_THRUREFLECT) && (thing->flags2 & MF2_REFLECTIVE) && (tm.thing->flags & MF_MISSILE))
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{
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@ -3976,6 +3976,7 @@ void AActor::Tick ()
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// to be in line with the case when an actor's side is hit.
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if (!res && (flags & MF_MISSILE))
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{
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P_DoMissileDamage(this, onmo);
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P_ExplodeMissile(this, nullptr, onmo);
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}
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}
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@ -759,6 +759,7 @@ class Actor : Thinker native
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native void GiveSecret(bool printmsg = true, bool playsound = true);
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native clearscope double GetCameraHeight() const;
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native clearscope double GetGravity() const;
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native void DoMissileDamage(Actor target);
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//==========================================================================
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//
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