- use '|', not '+' to combine flags.

There's probably going to be more of these coming...
This commit is contained in:
Christoph Oelckers 2015-03-27 09:40:47 +01:00
parent c78fdae31d
commit 602f541e31

View file

@ -5234,17 +5234,17 @@ static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageTy
{ {
int dmgFlags = 0; int dmgFlags = 0;
if (flags & DMSS_FOILINVUL) if (flags & DMSS_FOILINVUL)
dmgFlags += DMG_FOILINVUL; dmgFlags |= DMG_FOILINVUL;
if (flags & DMSS_FOILBUDDHA) if (flags & DMSS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA; dmgFlags |= DMG_FOILBUDDHA;
if ((flags & DMSS_KILL) || (flags & DMSS_NOFACTOR)) //Kill implies NoFactor if (flags & (DMSS_KILL | DMSS_NOFACTOR)) //Kill implies NoFactor
dmgFlags += DMG_NO_FACTOR; dmgFlags |= DMG_NO_FACTOR;
if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
dmgFlags += DMG_NO_ARMOR; dmgFlags |= DMG_NO_ARMOR;
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types. if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
amount += dmgtarget->health; amount += dmgtarget->health;
if (flags & DMSS_NOPROTECT) //Ignore PowerProtection. if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
dmgFlags += DMG_NO_PROTECT; dmgFlags |= DMG_NO_PROTECT;
if (amount > 0) if (amount > 0)
P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine. P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
@ -5412,12 +5412,12 @@ static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags
speciespass = DoCheckSpecies(killtarget, species, (flags & KILS_EXSPECIES) ? true : false); speciespass = DoCheckSpecies(killtarget, species, (flags & KILS_EXSPECIES) ? true : false);
if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way. if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way.
{ {
int dmgFlags = DMG_NO_ARMOR + DMG_NO_FACTOR; int dmgFlags = DMG_NO_ARMOR | DMG_NO_FACTOR;
if (KILS_FOILINVUL) if (KILS_FOILINVUL)
dmgFlags += DMG_FOILINVUL; dmgFlags |= DMG_FOILINVUL;
if (KILS_FOILBUDDHA) if (KILS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA; dmgFlags |= DMG_FOILBUDDHA;
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES)) if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
@ -5426,7 +5426,8 @@ static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE //Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it. //since that's the whole point of it.
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
(!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE)) (!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) &&
!(killtarget->flags5 & MF5_NODAMAGE))
{ {
P_ExplodeMissile(killtarget, NULL, NULL); P_ExplodeMissile(killtarget, NULL, NULL);
} }