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- give P_ExplodeMissile a damage type when being called from P_DamageMobj
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3 changed files with 4 additions and 4 deletions
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@ -352,7 +352,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
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if (flags & MF_MISSILE)
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{ // [RH] When missiles die, they just explode
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P_ExplodeMissile (this, NULL, NULL);
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P_ExplodeMissile (this, NULL, NULL, false, MeansOfDeath);
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return;
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}
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// [RH] Set the target to the thing that killed it. Strife apparently does this.
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@ -111,7 +111,7 @@ void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle);
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void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle);
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void P_RipperBlood (AActor *mo, AActor *bleeder);
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int P_GetThingFloorType (AActor *thing);
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void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target, bool onsky = false);
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void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target, bool onsky = false, FName damageType = NAME_None);
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AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type);
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AActor *P_SpawnMissile (AActor* source, AActor* dest, PClassActor *type, AActor* owner = NULL);
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@ -1340,7 +1340,7 @@ bool AActor::Massacre ()
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//
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//----------------------------------------------------------------------------
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void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky)
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void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky, FName damageType)
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{
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// [ZZ] line damage callback
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if (line)
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@ -1372,7 +1372,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky)
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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
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}
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}
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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, damageType);
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if (onsky || (line != NULL && line->special == Line_Horizon))
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{
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