diff --git a/src/actor.h b/src/actor.h index 22f4cb7767..52a50b04ed 100644 --- a/src/actor.h +++ b/src/actor.h @@ -346,6 +346,7 @@ enum MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode. MF7_DONTTHRUST = 0x00000100, // Thrusting functions do not take, and do not give thrust (damage) to actors with this flag. MF7_ALLOWPAIN = 0x00000200, // Invulnerable or immune (via damagefactors) actors can still react to taking damage even if they don't. + MF7_CAUSEPAIN = 0x00000400, // Damage sources with this flag can cause similar effects like ALLOWPAIN. // --- mobj.renderflags --- diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 88d95b25ea..5ae456f53f 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -970,13 +970,13 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } return -1; } - if ((target->flags2 & MF2_INVULNERABLE) && damage < TELEFRAG_DAMAGE && !(flags & DMG_FORCED)) + if ((target->flags2 & MF2_INVULNERABLE) && (damage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED))) { // actor is invulnerable if (target->player == NULL) { if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL))) { - if (target->flags7 & MF7_ALLOWPAIN) + if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) { invulpain = true; //This returns -1 later. fakeDamage = damage; @@ -991,7 +991,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, // Players are optionally excluded from getting thrust by damage. if (static_cast(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL) { - if (target->flags7 & MF7_ALLOWPAIN) + if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) plrDontThrust = 1; else return -1; @@ -999,7 +999,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } } - if ((target->flags7 & MF7_ALLOWPAIN) && (damage < TELEFRAG_DAMAGE)) + if (((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) && (damage < TELEFRAG_DAMAGE)) { //Intentionally do not jump to fakepain because the damage hasn't been dished out yet. //Once it's dished out, THEN we can disregard damage factors affecting pain chances. @@ -1059,7 +1059,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, if (damage == -1) { - if (target->flags7 & MF7_ALLOWPAIN) //Hold off ending the function before we can deal the pain chances. + if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) //Hold off ending the function before we can deal the pain chances. goto fakepain; return -1; } @@ -1089,7 +1089,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, { goto dopain; } - else if (target->flags7 & MF7_ALLOWPAIN) + else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) goto fakepain; return -1; @@ -1099,7 +1099,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, if (!(flags & DMG_NO_FACTOR)) { damage = FixedMul(damage, target->DamageFactor); - if (damage >= 0) + if (damage > 0) { damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors); } @@ -1109,7 +1109,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, { goto dopain; } - else if (target->flags7 & MF7_ALLOWPAIN) + else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) goto fakepain; return -1; @@ -1120,7 +1120,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } if (damage == -1) { - if (target->flags7 & MF7_ALLOWPAIN) + if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) goto fakepain; return -1; @@ -1243,12 +1243,16 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, { // check the real player, not a voodoo doll here for invulnerability effects if ((damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) || - (player->cheats & CF_GODMODE))) || - (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE)) + (player->cheats & CF_GODMODE))) || + (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE)) //Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2. { // player is invulnerable, so don't hurt him - if (player->mo->flags7 & MF7_ALLOWPAIN) - { + + if (((!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)) && (!(player->mo->flags5 & MF5_NOPAIN))) && + (((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || (inflictor->flags7 & MF7_CAUSEPAIN))) + //Make sure no godmodes and NOPAIN flags are found first. + //Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN. + { invulpain = true; fakeDamage = damage; goto fakepain; @@ -1270,8 +1274,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, { // If MF6_FORCEPAIN is set, make the player enter the pain state. if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL && - (inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS) && - (!(player->mo->flags2 & MF2_INVULNERABLE))) + (inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS) + && (!(player->mo->flags2 & MF2_INVULNERABLE)) && (!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2))) { goto dopain; } @@ -1302,7 +1306,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, // telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor, // but telefragging should still do enough damage to kill the player) // Ignore players that are already dead. - if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD) + if ((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE)) && (player->playerstate != PST_DEAD)) { // If this is a voodoo doll we need to handle the real player as well. player->mo->health = target->health = player->health = 1; @@ -1335,7 +1339,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, damage = newdam; if (damage <= 0) { - if (target->flags7 & MF7_ALLOWPAIN) + if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) goto fakepain; else return damage; @@ -1426,10 +1430,14 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } fakepain: //Needed so we can skip the rest of the above, but still obey the original rules. - if (target->flags7 & MF7_ALLOWPAIN && (fakeDamage != damage)) + + //CAUSEPAIN can always attempt to trigger the chances of pain. + //ALLOWPAIN can do the same, only if the (unfiltered aka fake) damage is greater than 0. + if ((((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0)) + || (inflictor->flags7 & MF7_CAUSEPAIN)) && (fakeDamage != damage)) { - holdDamage = damage; - damage = fakeDamage; + holdDamage = damage; //Store the modified damage away after factors are taken into account. + damage = fakeDamage; //Retrieve the original damage. } if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) && @@ -1446,8 +1454,8 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig } } - if ((damage >= target->PainThreshold && pr_damagemobj() < painchance) || - (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) + if ((((damage >= target->PainThreshold)) && (pr_damagemobj() < painchance)) + || (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) { dopain: if (mod == NAME_Electric) @@ -1484,6 +1492,7 @@ dopain: } } } + //ALLOWPAIN and CAUSEPAIN can still trigger infighting, even if no pain state is worked out. target->reactiontime = 0; // we're awake now... if (source) { @@ -1526,9 +1535,9 @@ dopain: { return -1; //NOW we return -1! } - else if (target->flags7 & MF7_ALLOWPAIN) + else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) { - return holdDamage; + return holdDamage; //This is the calculated damage after all is said and done. } return damage; } diff --git a/src/p_map.cpp b/src/p_map.cpp index 44db5f4d88..066805d3f2 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -3695,7 +3695,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance, // [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0! // Note: The puff may not yet be spawned here so we must check the class defaults, not the actor. int newdam = damage; - if (damage || (puffDefaults != NULL && puffDefaults->flags6 & MF6_FORCEPAIN)) + if (damage || (puffDefaults != NULL && ((puffDefaults->flags6 & MF6_FORCEPAIN) || (puffDefaults->flags7 & MF7_CAUSEPAIN)))) { int dmgflags = DMG_INFLICTOR_IS_PUFF | pflag; // Allow MF5_PIERCEARMOR on a weapon as well. diff --git a/src/thingdef/thingdef_data.cpp b/src/thingdef/thingdef_data.cpp index 347b2e01a3..e8cb91239b 100644 --- a/src/thingdef/thingdef_data.cpp +++ b/src/thingdef/thingdef_data.cpp @@ -246,6 +246,7 @@ static FFlagDef ActorFlags[]= DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7), DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7), DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7), + DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7), // Effect flags DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),