Added ripper damage logic to DoMissileDamage

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Boondorl 2024-11-26 21:02:16 -05:00 committed by Rachael Alexanderson
parent 493ebb8bcb
commit ac2c174161
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GPG key ID: 26A8ACCE97115EE0

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@ -1343,46 +1343,44 @@ static bool CanAttackHurt(AActor *victim, AActor *shooter)
// //
//========================================================================== //==========================================================================
void P_DoMissileDamage(AActor* inflictor, AActor* target) void P_DoMissileDamage(AActor* self, AActor* victim)
{ {
const bool ripper = (self->flags2 & MF2_RIP);
// Do poisoning (if using new style poison) // Do poisoning (if using new style poison)
if (inflictor->PoisonDamage > 0 && inflictor->PoisonDuration != INT_MIN) if (self->PoisonDamage > 0 && self->PoisonDuration != INT_MIN)
{ P_PoisonMobj(victim, self, self->target, self->PoisonDamage, self->PoisonDuration, self->PoisonPeriod, self->PoisonDamageType);
P_PoisonMobj(target, inflictor, inflictor->target, inflictor->PoisonDamage, inflictor->PoisonDuration, inflictor->PoisonPeriod, inflictor->PoisonDamageType);
}
// Do damage // Do damage
int damage = inflictor->GetMissileDamage((inflictor->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1); int damage = ripper ? self->GetMissileDamage(3, 2) : self->GetMissileDamage((self->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
if ((damage > 0) || (inflictor->flags6 & MF6_FORCEPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) if (damage > 0 || (self->flags6 & MF6_FORCEPAIN) || (self->flags7 & MF7_CAUSEPAIN))
{ {
int newdam = P_DamageMobj(target, inflictor, inflictor->target, damage, inflictor->DamageType); if (ripper)
if (damage > 0) S_Sound(self, CHAN_BODY, 0, self->SoundVar(NAME_RipSound), 1.0f, ATTN_IDLE);
int dealt = P_DamageMobj(victim, self, self->target, damage, self->DamageType);
if (damage > 0 && !(self->flags3 & MF3_BLOODLESSIMPACT)
&& !(victim->flags & MF_NOBLOOD)
&& !(victim->flags2 & (MF2_INVULNERABLE | MF2_DORMANT | MF2_REFLECTIVE)))
{ {
if ((inflictor->flags5 & MF5_BLOODSPLATTER) && if (ripper)
!(target->flags & MF_NOBLOOD) && P_RipperBlood(self, victim);
!(target->flags2 & MF2_REFLECTIVE) && else if ((self->flags5 & MF5_BLOODSPLATTER) && pr_checkthing() < 192)
!(target->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)) && P_BloodSplatter(self->Pos(), victim, self->AngleTo(victim));
!(inflictor->flags3 & MF3_BLOODLESSIMPACT) &&
(pr_checkthing() < 192)) P_TraceBleed(dealt > 0 ? dealt : damage, victim, self);
{
P_BloodSplatter(inflictor->Pos(), target, inflictor->AngleTo(target));
}
if (!(inflictor->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed(newdam > 0 ? newdam : damage, target, inflictor);
}
} }
} }
else else
{ {
P_GiveBody(target, -damage); P_GiveBody(victim, -damage);
} }
} }
DEFINE_ACTION_FUNCTION(AActor, DoMissileDamage) DEFINE_ACTION_FUNCTION_NATIVE(AActor, DoMissileDamage, P_DoMissileDamage)
{ {
PARAM_SELF_PROLOGUE(AActor); PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(target, AActor); PARAM_OBJECT_NOT_NULL(victim, AActor);
P_DoMissileDamage(self, target); P_DoMissileDamage(self, victim);
return 0; return 0;
} }
//========================================================================== //==========================================================================
@ -1687,27 +1685,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
if (check == NULL || !*check) if (check == NULL || !*check)
{ {
tm.LastRipped[thing] = true; tm.LastRipped[thing] = true;
if (!(thing->flags & MF_NOBLOOD) && P_DoMissileDamage(tm.thing, thing);
!(thing->flags2 & MF2_REFLECTIVE) &&
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
!(thing->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))
{ // Ok to spawn blood
P_RipperBlood(tm.thing, thing);
}
S_Sound(tm.thing, CHAN_BODY, 0, tm.thing->SoundVar(NAME_RipSound), 1, ATTN_IDLE);
// Do poisoning (if using new style poison)
if (tm.thing->PoisonDamage > 0 && tm.thing->PoisonDuration != INT_MIN)
{
P_PoisonMobj(thing, tm.thing, tm.thing->target, tm.thing->PoisonDamage, tm.thing->PoisonDuration, tm.thing->PoisonPeriod, tm.thing->PoisonDamageType);
}
damage = tm.thing->GetMissileDamage(3, 2);
int newdam = P_DamageMobj(thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed(newdam > 0 ? newdam : damage, thing, tm.thing);
}
if (thing->flags2 & MF2_PUSHABLE if (thing->flags2 & MF2_PUSHABLE
&& !(tm.thing->flags2 & MF2_CANNOTPUSH)) && !(tm.thing->flags2 & MF2_CANNOTPUSH))
{ // Push thing { // Push thing