mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 13:01:48 +00:00
- Use a separate thinker to do suicides, so that console-inflicted suicides will have a chance
to put the console up and restore sound before the player days. Needed for actors that make noise on the first tic of their death. (e.g. Heretic's) SVN r3859 (trunk)
This commit is contained in:
parent
59638acb7c
commit
7af13c8d52
1 changed files with 44 additions and 8 deletions
|
@ -45,6 +45,7 @@
|
|||
#include "d_net.h"
|
||||
#include "d_dehacked.h"
|
||||
#include "gi.h"
|
||||
#include "farchive.h"
|
||||
|
||||
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
|
||||
// writes some bytes to the network data stream, and the network code
|
||||
|
@ -1055,18 +1056,53 @@ void cht_Take (player_t *player, const char *name, int amount)
|
|||
return;
|
||||
}
|
||||
|
||||
class DSuicider : public DThinker
|
||||
{
|
||||
DECLARE_CLASS(DSuicider, DThinker)
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
TObjPtr<APlayerPawn> Pawn;
|
||||
|
||||
void Tick()
|
||||
{
|
||||
Pawn->flags |= MF_SHOOTABLE;
|
||||
Pawn->flags2 &= ~MF2_INVULNERABLE;
|
||||
// Store the player's current damage factor, to restore it later.
|
||||
fixed_t plyrdmgfact = Pawn->DamageFactor;
|
||||
Pawn->DamageFactor = 65536;
|
||||
P_DamageMobj (Pawn, Pawn, Pawn, TELEFRAG_DAMAGE, NAME_Suicide);
|
||||
Pawn->DamageFactor = plyrdmgfact;
|
||||
if (Pawn->health <= 0)
|
||||
{
|
||||
Pawn->flags &= ~MF_SHOOTABLE;
|
||||
}
|
||||
Destroy();
|
||||
}
|
||||
// You'll probably never be able to catch this in a save game, but
|
||||
// just in case, add a proper serializer.
|
||||
void Serialize(FArchive &arc)
|
||||
{
|
||||
Super::Serialize(arc);
|
||||
arc << Pawn;
|
||||
}
|
||||
};
|
||||
|
||||
IMPLEMENT_POINTY_CLASS(DSuicider)
|
||||
DECLARE_POINTER(Pawn)
|
||||
END_POINTERS
|
||||
|
||||
void cht_Suicide (player_t *plyr)
|
||||
{
|
||||
// If this cheat was initiated by the suicide ccmd, and this is a single
|
||||
// player game, the CHT_SUICIDE will be processed before the tic is run,
|
||||
// so the console has not gone up yet. Use a temporary thinker to delay
|
||||
// the suicide until the game ticks so that death noises can be heard on
|
||||
// the initial tick.
|
||||
if (plyr->mo != NULL)
|
||||
{
|
||||
plyr->mo->flags |= MF_SHOOTABLE;
|
||||
plyr->mo->flags2 &= ~MF2_INVULNERABLE;
|
||||
//Store the players current damage factor, to restore it later.
|
||||
fixed_t plyrdmgfact = plyr->mo->DamageFactor;
|
||||
plyr->mo->DamageFactor = 65536;
|
||||
P_DamageMobj (plyr->mo, plyr->mo, plyr->mo, TELEFRAG_DAMAGE, NAME_Suicide);
|
||||
plyr->mo->DamageFactor = plyrdmgfact;
|
||||
if (plyr->mo->health <= 0) plyr->mo->flags &= ~MF_SHOOTABLE;
|
||||
DSuicider *suicide = new DSuicider;
|
||||
suicide->Pawn = plyr->mo;
|
||||
GC::WriteBarrier(suicide, suicide->Pawn);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue