Added damagetype parameter and XF_NOACTORTYPE to A_Explode.

- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
This commit is contained in:
Major Cooke 2016-08-12 12:49:55 -05:00 committed by Christoph Oelckers
parent c02960e2cf
commit aa2ca77412
3 changed files with 12 additions and 3 deletions

View file

@ -1373,8 +1373,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
enum enum
{ {
XF_HURTSOURCE = 1, XF_HURTSOURCE = 1,
XF_NOTMISSILE = 4, XF_NOTMISSILE = 4,
XF_NOACTORTYPE = 1 << 3,
}; };
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
@ -1388,6 +1389,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
PARAM_INT_OPT (nails) { nails = 0; } PARAM_INT_OPT (nails) { nails = 0; }
PARAM_INT_OPT (naildamage) { naildamage = 10; } PARAM_INT_OPT (naildamage) { naildamage = 10; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); } PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
if (damage < 0) // get parameters from metadata if (damage < 0) // get parameters from metadata
{ {
@ -1415,6 +1417,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
} }
int count = P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance); int count = P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
if (!(flags & XF_NOACTORTYPE) && damagetype == NAME_None)
{
damagetype = self->DamageType;
}
P_RadiusAttack (self, self->target, damage, distance, damagetype, flags, fulldmgdistance);
P_CheckSplash(self, distance); P_CheckSplash(self, distance);
if (alert && self->target != NULL && self->target->player != NULL) if (alert && self->target != NULL && self->target->player != NULL)
{ {

View file

@ -253,7 +253,7 @@ ACTOR Actor native //: Thinker
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0); action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None"); action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff"); action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff", name damagetype = "none");
action native A_Stop(); action native A_Stop();
action native A_Respawn(int flags = 1); action native A_Respawn(int flags = 1);
action native A_BarrelDestroy(); action native A_BarrelDestroy();

View file

@ -185,6 +185,7 @@ const int MSF_DontHurt = 2;
// Flags for A_Explode // Flags for A_Explode
const int XF_HURTSOURCE = 1; const int XF_HURTSOURCE = 1;
const int XF_NOTMISSILE = 4; const int XF_NOTMISSILE = 4;
const int XF_NOACTORTYPE = 1 << 3;
// Flags for A_RadiusThrust // Flags for A_RadiusThrust
const int RTF_AFFECTSOURCE = 1; const int RTF_AFFECTSOURCE = 1;