- removed some redundant initializations from PClassActor constructor.

- Removed GibHealth function and integrated it into AActor::GetGibHealth.


SVN r2245 (scripting)
This commit is contained in:
Christoph Oelckers 2010-03-26 08:53:16 +00:00
parent 61d75b7cae
commit e553f9a34f
3 changed files with 4 additions and 11 deletions

View file

@ -176,8 +176,6 @@ PClassActor::PClassActor()
DamageFactors = NULL;
PainChances = NULL;
Obituary = Obituary;
HitObituary = HitObituary;
DeathHeight = -1;
BurnHeight = -1;
GibHealth = INT_MIN;

View file

@ -314,15 +314,10 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
//
EXTERN_CVAR (Int, fraglimit)
static int GibHealth(AActor *actor)
{
return -abs(actor->GetGibHealth());
}
void AActor::Die (AActor *source, AActor *inflictor)
{
// Handle possible unmorph on death
bool wasgibbed = (health < GibHealth(this));
bool wasgibbed = (health < GetGibHealth());
AActor *realthis = NULL;
int realstyle = 0;
@ -333,7 +328,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
{
if (wasgibbed)
{
int realgibhealth = GibHealth(realthis);
int realgibhealth = realthis->GetGibHealth();
if (realthis->health >= realgibhealth)
{
realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)
@ -661,7 +656,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
{
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
int gibhealth = GibHealth(this);
int gibhealth = GetGibHealth();
// Don't pass on a damage type this actor cannot handle.
// (most importantly, prevent barrels from passing on ice damage.)

View file

@ -5561,7 +5561,7 @@ int AActor::GetGibHealth() const
if (gibhealth != INT_MIN)
{
return gibhealth;
return -abs(gibhealth);
}
else if (gameinfo.gametype & GAME_DoomChex)
{