mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- fixed: Dormant monsters should not be telefraggable.
This commit is contained in:
parent
164d523eca
commit
94a04f36e5
1 changed files with 64 additions and 61 deletions
|
@ -1031,87 +1031,90 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
target->velx = target->vely = target->velz = 0;
|
||||
}
|
||||
if (!(flags & DMG_FORCED) && damage < TELEFRAG_DAMAGE) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
|
||||
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
|
||||
{
|
||||
if (target->flags2 & MF2_DORMANT)
|
||||
{
|
||||
// Invulnerable, and won't wake up
|
||||
return -1;
|
||||
}
|
||||
player = target->player;
|
||||
if (player && damage > 1)
|
||||
if (damage < TELEFRAG_DAMAGE) // TELEFRAG_DAMAGE may not be reduced at all or it may not guarantee its effect.
|
||||
{
|
||||
// Take half damage in trainer mode
|
||||
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
||||
}
|
||||
// Special damage types
|
||||
if (inflictor)
|
||||
{
|
||||
if (inflictor->flags4 & MF4_SPECTRAL)
|
||||
player = target->player;
|
||||
if (player && damage > 1)
|
||||
{
|
||||
if (player != NULL)
|
||||
// Take half damage in trainer mode
|
||||
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
||||
}
|
||||
// Special damage types
|
||||
if (inflictor)
|
||||
{
|
||||
if (inflictor->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (!deathmatch && inflictor->FriendPlayer > 0)
|
||||
return -1;
|
||||
if (player != NULL)
|
||||
{
|
||||
if (!deathmatch && inflictor->FriendPlayer > 0)
|
||||
return -1;
|
||||
}
|
||||
else if (target->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
else if (target->flags4 & MF4_SPECTRAL)
|
||||
|
||||
damage = inflictor->DoSpecialDamage(target, damage, mod);
|
||||
if (damage < 0)
|
||||
{
|
||||
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
|
||||
return -1;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
damage = inflictor->DoSpecialDamage (target, damage, mod);
|
||||
if (damage < 0)
|
||||
int olddam = damage;
|
||||
|
||||
if (damage > 0 && source != NULL)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
damage = FixedMul(damage, source->DamageMultiply);
|
||||
|
||||
int olddam = damage;
|
||||
|
||||
if (damage > 0 && source != NULL)
|
||||
{
|
||||
damage = FixedMul(damage, source->DamageMultiply);
|
||||
|
||||
// Handle active damage modifiers (e.g. PowerDamage)
|
||||
if (damage > 0 && source->Inventory != NULL)
|
||||
{
|
||||
source->Inventory->ModifyDamage(damage, mod, damage, false);
|
||||
}
|
||||
}
|
||||
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
|
||||
if (damage > 0 && (target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
|
||||
{
|
||||
target->Inventory->ModifyDamage(damage, mod, damage, true);
|
||||
}
|
||||
if (damage > 0 && !(flags & DMG_NO_FACTOR))
|
||||
{
|
||||
damage = FixedMul(damage, target->DamageFactor);
|
||||
if (damage > 0)
|
||||
{
|
||||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
|
||||
}
|
||||
}
|
||||
|
||||
if (damage >= 0)
|
||||
{
|
||||
damage = target->TakeSpecialDamage(inflictor, source, damage, mod);
|
||||
}
|
||||
|
||||
// '<0' is handled below. This only handles the case where damage gets reduced to 0.
|
||||
if (damage == 0 && olddam > 0)
|
||||
{
|
||||
{ // Still allow FORCEPAIN
|
||||
if (forcedPain)
|
||||
// Handle active damage modifiers (e.g. PowerDamage)
|
||||
if (damage > 0 && source->Inventory != NULL)
|
||||
{
|
||||
goto dopain;
|
||||
source->Inventory->ModifyDamage(damage, mod, damage, false);
|
||||
}
|
||||
else if (fakedPain)
|
||||
}
|
||||
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
|
||||
if (damage > 0 && (target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
|
||||
{
|
||||
target->Inventory->ModifyDamage(damage, mod, damage, true);
|
||||
}
|
||||
if (damage > 0 && !(flags & DMG_NO_FACTOR))
|
||||
{
|
||||
damage = FixedMul(damage, target->DamageFactor);
|
||||
if (damage > 0)
|
||||
{
|
||||
goto fakepain;
|
||||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
|
||||
}
|
||||
}
|
||||
|
||||
if (damage >= 0)
|
||||
{
|
||||
damage = target->TakeSpecialDamage(inflictor, source, damage, mod);
|
||||
}
|
||||
|
||||
// '<0' is handled below. This only handles the case where damage gets reduced to 0.
|
||||
if (damage == 0 && olddam > 0)
|
||||
{
|
||||
{ // Still allow FORCEPAIN
|
||||
if (forcedPain)
|
||||
{
|
||||
goto dopain;
|
||||
}
|
||||
else if (fakedPain)
|
||||
{
|
||||
goto fakepain;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue