Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."

This reverts commit 391f496512.
This commit is contained in:
Rachael Alexanderson 2024-10-19 10:25:03 -04:00
parent 3b07747af4
commit 5fb83d4762
No known key found for this signature in database
GPG key ID: 26A8ACCE97115EE0
13 changed files with 58 additions and 75 deletions

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@ -307,8 +307,6 @@ Note: All <bool> fields default to false unless mentioned otherwise.
leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
damageterraineffect = <bool>; // Will spawn a terrain splash when damage is inflicted. Default = false.
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
hurtmonsters = <bool>; // Non-players like monsters and decorations are hurt by this sector in the same manner as player. Doesn't work with damagehazard.
harminair = <bool>; // Actors in this sector are harmed by the damage effects of the floor even if they aren't touching it.
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)

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@ -504,8 +504,6 @@ enum
SECMF_OVERLAPPING = 512, // floor and ceiling overlap and require special renderer action.
SECMF_NOSKYWALLS = 1024, // Do not draw "sky walls"
SECMF_LIFT = 2048, // For MBF monster AI
SECMF_HURTMONSTERS = 4096, // Monsters in this sector are hurt like players.
SECMF_HARMINAIR = 8192, // Actors in this sector are also hurt mid-air.
};
enum

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@ -1979,14 +1979,6 @@ public:
Flag(sec->Flags, SECF_HAZARD, key);
break;
case NAME_hurtmonsters:
Flag(sec->MoreFlags, SECMF_HURTMONSTERS, key);
break;
case NAME_harminair:
Flag(sec->MoreFlags, SECMF_HARMINAIR, key);
break;
case NAME_floorterrain:
sec->terrainnum[sector_t::floor] = P_FindTerrain(CheckString(key));
break;

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@ -810,8 +810,6 @@ xx(damageinterval)
xx(leakiness)
xx(damageterraineffect)
xx(damagehazard)
xx(hurtmonsters)
xx(harminair)
xx(floorterrain)
xx(ceilingterrain)
xx(floor_reflect)

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@ -443,7 +443,6 @@ enum ActorFlag9
MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty.
MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
MF9_NOSECTORDAMAGE = 0x00000020, // [inkoalawetrust] Actor ignores any sector-based damage (i.e damaging floors, NOT crushers)
MF9_ISPUFF = 0x00000040, // [AA] Set on actors by P_SpawnPuff
};

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@ -198,15 +198,15 @@ void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int
//==========================================================================
//
// P_ActorOnSpecial3DFloor
// Checks to see if an actor is standing on or is inside a 3D floor (water)
// P_PlayerOnSpecial3DFloor
// Checks to see if a player is standing on or is inside a 3D floor (water)
// and applies any specials..
//
//==========================================================================
void P_ActorOnSpecial3DFloor(AActor* victim)
void P_PlayerOnSpecial3DFloor(player_t* player)
{
for(auto rover : victim->Sector->e->XFloor.ffloors)
for(auto rover : player->mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_FIX) continue;
@ -215,22 +215,22 @@ void P_ActorOnSpecial3DFloor(AActor* victim)
if(rover->flags & FF_SOLID)
{
// Player must be on top of the floor to be affected...
if(victim->Z() != rover->top.plane->ZatPoint(victim)) continue;
if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
}
else
{
//Water and DEATH FOG!!! heh
if ((rover->flags & FF_NODAMAGE) ||
victim->Z() > rover->top.plane->ZatPoint(victim) ||
victim->Top() < rover->bottom.plane->ZatPoint(victim))
player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
continue;
}
// Apply sector specials
P_ActorInSpecialSector(victim, rover->model);
P_PlayerInSpecialSector(player, rover->model);
// Apply flat specials (using the ceiling!)
P_ActorOnSpecialFlat(victim, rover->model->GetTerrain(rover->top.isceiling));
P_PlayerOnSpecialFlat(player, rover->model->GetTerrain(rover->top.isceiling));
break;
}

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@ -113,7 +113,8 @@ struct lightlist_t
void P_ActorOnSpecial3DFloor(AActor* victim);
class player_t;
void P_PlayerOnSpecial3DFloor(player_t* player);
bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger);
bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger);

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@ -4435,14 +4435,6 @@ void AActor::Tick ()
// must have been removed
if (ObjectFlags & OF_EuthanizeMe) return;
}
//[inkoalawetrust] Genericized level damage handling that makes sector, 3D floor, and TERRAIN flat damage affect monsters and other NPCs too.
if (!(flags9 & MF9_NOSECTORDAMAGE) && (player || (player == nullptr && Sector->MoreFlags & SECMF_HURTMONSTERS)))
{
P_ActorOnSpecial3DFloor(this);
P_ActorInSpecialSector(this,Sector);
if (!isAbove(Sector->floorplane.ZatPoint(this)) || waterlevel) // Actor must be touching the floor for TERRAIN flats.
P_ActorOnSpecialFlat(this, P_GetThingFloorType(this));
}
if (tics != -1)
{

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@ -100,7 +100,7 @@
#include "c_console.h"
#include "p_spec_thinkers.h"
static FRandom pr_actorinspecialsector ("ActorInSpecialSector");
static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
EXTERN_CVAR(Bool, cl_predict_specials)
EXTERN_CVAR(Bool, forcewater)
@ -419,18 +419,21 @@ bool P_PredictLine(line_t *line, AActor *mo, int side, int activationType)
}
//
// P_ActorInSpecialSector
// P_PlayerInSpecialSector
// Called every tic frame
// that the actor origin is in a special sector
// that the player origin is in a special sector
//
void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{
if (sector == NULL)
sector = victim->Sector;
{
// Falling, not all the way down yet?
if (!(sector->MoreFlags & SECMF_HARMINAIR) && !victim->isAtZ(sector->LowestFloorAt(victim)) && !victim->waterlevel)
sector = player->mo->Sector;
if (!player->mo->isAtZ(sector->LowestFloorAt(player->mo))
&& !player->mo->waterlevel)
{
return;
}
// Has hit ground.
@ -441,7 +444,7 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
if (sector->damageinterval <= 0)
sector->damageinterval = 32; // repair invalid damageinterval values
if (victim->player && sector->Flags & (SECF_EXIT1 | SECF_EXIT2))
if (sector->Flags & (SECF_EXIT1 | SECF_EXIT2))
{
for (int i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
@ -460,7 +463,7 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
// different damage types yet, so that's not happening for now.
// [MK] account for subclasses that may have "Full" protection (i.e.: prevent leaky damage)
int ironfeet = 0;
for (auto i = victim->Inventory; i != NULL; i = i->Inventory)
for (auto i = player->mo->Inventory; i != NULL; i = i->Inventory)
{
if (i->IsKindOf(NAME_PowerIronFeet))
{
@ -472,28 +475,28 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
}
}
if (victim->player && sector->Flags & SECF_ENDGODMODE) victim->player->cheats &= ~CF_GODMODE;
if ((ironfeet == 0 || (ironfeet < 2 && pr_actorinspecialsector() < sector->leakydamage)))
if (sector->Flags & SECF_ENDGODMODE) player->cheats &= ~CF_GODMODE;
if ((ironfeet == 0 || (ironfeet < 2 && pr_playerinspecialsector() < sector->leakydamage)))
{
if (victim->player && sector->Flags & SECF_HAZARD)
if (sector->Flags & SECF_HAZARD)
{
victim->player->hazardcount += sector->damageamount;
victim->player->hazardtype = sector->damagetype;
victim->player->hazardinterval = sector->damageinterval;
player->hazardcount += sector->damageamount;
player->hazardtype = sector->damagetype;
player->hazardinterval = sector->damageinterval;
}
else if (Level->time % sector->damageinterval == 0)
{
if (!(victim->player && victim->player->cheats & (CF_GODMODE | CF_GODMODE2)))
if (!(player->cheats & (CF_GODMODE | CF_GODMODE2)))
{
P_DamageMobj(victim, NULL, NULL, sector->damageamount, sector->damagetype);
P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
}
if (victim->player && (sector->Flags & SECF_ENDLEVEL) && victim->player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
{
Level->ExitLevel(0, false);
}
if (sector->Flags & SECF_DMGTERRAINFX)
{
P_HitWater(victim, victim->Sector, victim->Pos(), false, true, true);
P_HitWater(player->mo, player->mo->Sector, player->mo->Pos(), false, true, true);
}
}
}
@ -502,14 +505,14 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
{
if (Level->time % sector->damageinterval == 0)
{
P_GiveBody(victim, -sector->damageamount, 100);
P_GiveBody(player->mo, -sector->damageamount, 100);
}
}
if (victim->player && sector->isSecret())
if (sector->isSecret())
{
sector->ClearSecret();
P_GiveSecret(Level, victim, true, true, sector->Index());
P_GiveSecret(Level, player->mo, true, true, sector->Index());
}
}
@ -648,13 +651,13 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, GiveSecret)
//============================================================================
//
// P_ActorOnSpecialFlat
// P_PlayerOnSpecialFlat
//
//============================================================================
void P_ActorOnSpecialFlat (AActor *victim, int floorType)
void P_PlayerOnSpecialFlat (player_t *player, int floorType)
{
auto Level = victim->Level;
auto Level = player->mo->Level;
if (Terrains[floorType].DamageAmount &&
!(Level->time % (Terrains[floorType].DamageTimeMask+1)))
@ -664,7 +667,7 @@ void P_ActorOnSpecialFlat (AActor *victim, int floorType)
if (Terrains[floorType].AllowProtection)
{
auto pitype = PClass::FindActor(NAME_PowerIronFeet);
for (ironfeet = victim->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
{
if (ironfeet->IsKindOf (pitype))
break;
@ -674,18 +677,20 @@ void P_ActorOnSpecialFlat (AActor *victim, int floorType)
int damage = 0;
if (ironfeet == NULL)
{
damage = P_DamageMobj (victim, NULL, NULL, Terrains[floorType].DamageAmount,
damage = P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
Terrains[floorType].DamageMOD);
}
if (damage > 0 && Terrains[floorType].Splash != -1)
{
S_Sound (victim, CHAN_AUTO, 0,
S_Sound (player->mo, CHAN_AUTO, 0,
Splashes[Terrains[floorType].Splash].NormalSplashSound, 1,
ATTN_IDLE);
}
}
}
//
// P_UpdateSpecials
// Animate planes, scroll walls, etc.

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@ -90,8 +90,8 @@ bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVect
bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVector3 *optpos = NULL);
bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType);
void P_ActorInSpecialSector (AActor *victim, sector_t * sector=NULL);
void P_ActorOnSpecialFlat (AActor *victim, int floorType);
void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL);
void P_PlayerOnSpecialFlat (player_t *player, int floorType);
void P_SectorDamage(FLevelLocals *Level, int tag, int amount, FName type, PClassActor *protectClass, int flags);
void P_SetSectorFriction (FLevelLocals *level, int tag, int amount, bool alterFlag);
double FrictionToMoveFactor(double friction);

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@ -1204,6 +1204,15 @@ DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
void P_CheckEnvironment(player_t *player)
{
P_PlayerOnSpecial3DFloor(player);
P_PlayerInSpecialSector(player);
if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
player->mo->waterlevel)
{
// Player must be touching the floor
P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
}
if (player->mo->Vel.Z <= -player->mo->FloatVar(NAME_FallingScreamMinSpeed) &&
player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && player->mo->alternative == nullptr &&
player->mo->waterlevel == 0)

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@ -351,7 +351,6 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF9, SHADOWBLOCK, AActor, flags9),
DEFINE_FLAG(MF9, SHADOWAIMVERT, AActor, flags9),
DEFINE_FLAG(MF9, DECOUPLEDANIMATIONS, AActor, flags9),
DEFINE_FLAG(MF9, NOSECTORDAMAGE, AActor, flags9),
DEFINE_PROTECTED_FLAG(MF9, ISPUFF, AActor, flags9), //[AA] was spawned by SpawnPuff
// Effect flags

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@ -435,11 +435,6 @@ struct Sector native play
SECMF_UNDERWATERMASK = 32+64,
SECMF_DRAWN = 128, // sector has been drawn at least once
SECMF_HIDDEN = 256, // Do not draw on textured automap
SECMF_OVERLAPPING = 512, // floor and ceiling overlap and require special renderer action.
SECMF_NOSKYWALLS = 1024, // Do not draw "sky walls"
SECMF_LIFT = 2048, // For MBF monster AI
SECMF_HURTMONSTERS = 4096, // Monsters in this sector are hurt like players.
SECMF_HARMINAIR = 8192, // Actors in this sector are also hurt mid-air.
}
native uint16 MoreFlags;
@ -457,9 +452,6 @@ struct Sector native play
SECF_ENDLEVEL = 512, // ends level when health goes below 10
SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
SECF_NOATTACK = 2048, // monsters cannot start attacks in this sector.
SECF_EXIT1 = 4096,
SECF_EXIT2 = 8192,
SECF_KILLMONSTERS = 16384,// Monsters in this sector are instantly killed.
SECF_WASSECRET = 1 << 30, // a secret that was discovered
SECF_SECRET = 1 << 31, // a secret sector