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- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments. # Conflicts: # src/p_interaction.cpp
This commit is contained in:
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269ca3155a
commit
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10 changed files with 32 additions and 33 deletions
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@ -691,8 +691,8 @@ public:
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void CallDeactivate(AActor *activator);
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// Called when actor dies
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virtual void Die (AActor *source, AActor *inflictor, int dmgflags = 0);
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void CallDie(AActor *source, AActor *inflictor, int dmgflags = 0);
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virtual void Die (AActor *source, AActor *inflictor, int dmgflags = 0, FName MeansOfDeath = NAME_None);
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void CallDie(AActor *source, AActor *inflictor, int dmgflags = 0, FName MeansOfDeath = NAME_None);
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// Perform some special damage action. Returns the amount of damage to do.
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// Returning -1 signals the damage routine to exit immediately
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@ -92,7 +92,7 @@ public:
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virtual bool UseInventory (AInventory *item) override;
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virtual void MarkPrecacheSounds () const override;
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virtual void BeginPlay () override;
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virtual void Die (AActor *source, AActor *inflictor, int dmgflags) override;
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virtual void Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath) override;
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virtual bool UpdateWaterLevel (bool splash) override;
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bool ResetAirSupply (bool playgasp = true);
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@ -696,7 +696,7 @@ void AMorphedMonster::OnDestroy ()
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Super::OnDestroy();
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}
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void AMorphedMonster::Die (AActor *source, AActor *inflictor, int dmgflags)
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void AMorphedMonster::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath)
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{
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// Dead things don't unmorph
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// flags3 |= MF3_STAYMORPHED;
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@ -704,11 +704,11 @@ void AMorphedMonster::Die (AActor *source, AActor *inflictor, int dmgflags)
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// But they can now, so that line above has been
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// moved into P_MorphedDeath() and is now set by
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// that function if and only if it is needed.
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Super::Die (source, inflictor, dmgflags);
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Super::Die (source, inflictor, dmgflags, MeansOfDeath);
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if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED))
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{
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UnmorphedMe->health = health;
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UnmorphedMe->CallDie (source, inflictor, dmgflags);
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UnmorphedMe->CallDie (source, inflictor, dmgflags, MeansOfDeath);
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}
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}
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@ -162,7 +162,7 @@ public:
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void Tick ();
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void Serialize(FSerializer &arc);
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void Die (AActor *source, AActor *inflictor, int dmgflags);
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void Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath) override;
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void OnDestroy() override;
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TObjPtr<AActor*> UnmorphedMe;
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@ -78,8 +78,6 @@ CVAR (Float, sv_damagefactormobj, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorfriendly, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorplayer, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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FName MeansOfDeath;
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//
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// GET STUFF
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//
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@ -182,7 +180,7 @@ void SexMessage (const char *from, char *to, int gender, const char *victim, con
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// [RH]
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// ClientObituary: Show a message when a player dies
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//
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void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgflags)
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void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgflags, FName MeansOfDeath)
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{
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FName mod;
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FString ret;
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@ -284,7 +282,7 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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//
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EXTERN_CVAR (Int, fraglimit)
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void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath)
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{
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// Handle possible unmorph on death
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bool wasgibbed = (health < GetGibHealth());
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@ -303,7 +301,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l
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}
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}
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realthis->CallDie(source, inflictor, dmgflags);
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realthis->CallDie(source, inflictor, dmgflags, MeansOfDeath);
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}
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return;
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}
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@ -555,7 +553,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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if (player)
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{
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// [RH] Death messages
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ClientObituary (this, inflictor, source, dmgflags);
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ClientObituary (this, inflictor, source, dmgflags, MeansOfDeath);
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// [ZZ] fire player death hook
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E_PlayerDied(int(player - players));
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@ -728,18 +726,19 @@ DEFINE_ACTION_FUNCTION(AActor, Die)
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PARAM_OBJECT(source, AActor);
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PARAM_OBJECT(inflictor, AActor);
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PARAM_INT_DEF(dmgflags);
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self->Die(source, inflictor, dmgflags);
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PARAM_NAME_DEF(MeansOfDeath);
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self->Die(source, inflictor, dmgflags, MeansOfDeath);
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return 0;
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}
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void AActor::CallDie(AActor *source, AActor *inflictor, int dmgflags)
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void AActor::CallDie(AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath)
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{
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IFVIRTUAL(AActor, Die)
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{
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VMValue params[4] = { (DObject*)this, source, inflictor, dmgflags };
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VMCall(func, params, 4, nullptr, 0);
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VMValue params[] = { (DObject*)this, source, inflictor, dmgflags, MeansOfDeath.GetIndex() };
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VMCall(func, params, 5, nullptr, 0);
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}
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else return Die(source, inflictor, dmgflags);
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else return Die(source, inflictor, dmgflags, MeansOfDeath);
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}
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@ -936,6 +935,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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{ // Shouldn't happen
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return 0;
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}
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FName MeansOfDeath = mod;
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// Rather than unnecessarily call the function over and over again, let's be a little more efficient.
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// But first, check and see if it's even needed, which it won't be if pain must not be triggered.
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@ -1015,7 +1015,6 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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flags |= DMG_NO_ARMOR;
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}
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MeansOfDeath = mod;
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// [RH] Andy Baker's Stealth monsters
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if (target->flags & MF_STEALTH)
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{
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@ -1510,7 +1509,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
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needevent = false;
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target->CallDie (source, inflictor, flags);
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target->CallDie (source, inflictor, flags, MeansOfDeath);
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return realdamage;
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}
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}
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@ -1641,7 +1640,7 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
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int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle, needevent);
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if (realdamage && needevent)
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{
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E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
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E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
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}
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ACTION_RETURN_INT(realdamage);
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}
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@ -1663,8 +1662,8 @@ int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage,
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int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
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if (realdamage && needevent)
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{
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// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
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E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
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// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
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E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
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}
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return realdamage;
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}
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@ -1677,15 +1677,15 @@ void APlayerPawn::ActivateMorphWeapon ()
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//
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//===========================================================================
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void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags)
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void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath)
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{
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Super::Die (source, inflictor, dmgflags);
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Super::Die (source, inflictor, dmgflags, MeansOfDeath);
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if (player != NULL && player->mo == this) player->bonuscount = 0;
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if (player != NULL && player->mo != this)
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{ // Make the real player die, too
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player->mo->CallDie (source, inflictor, dmgflags);
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player->mo->CallDie (source, inflictor, dmgflags, MeansOfDeath);
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}
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else
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{
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@ -429,7 +429,7 @@ class Actor : Thinker native
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virtual native void Deactivate(Actor activator);
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virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
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virtual native int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype);
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virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
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virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0, Name MeansOfDeath = 'none');
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virtual native bool Slam(Actor victim);
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virtual native void Touch(Actor toucher);
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virtual native void MarkPrecacheSounds();
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@ -112,13 +112,13 @@ class Heresiarch : Actor
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Stop;
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}
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override void Die (Actor source, Actor inflictor, int dmgflags)
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override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
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{
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// The heresiarch just executes a script instead of a special upon death
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int script = special;
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special = 0;
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Super.Die (source, inflictor, dmgflags);
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Super.Die (source, inflictor, dmgflags, MeansOfDeath);
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if (script != 0)
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{
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@ -612,9 +612,9 @@ class MinotaurFriend : Minotaur
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StartTime = -1;
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}
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override void Die (Actor source, Actor inflictor, int dmgflags)
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override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
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{
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Super.Die (source, inflictor, dmgflags);
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Super.Die (source, inflictor, dmgflags, MeansOfDeath);
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if (tracer && tracer.health > 0 && tracer.player)
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{
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@ -1842,9 +1842,9 @@ class PowerCoupling : Actor
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Loop;
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}
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override void Die (Actor source, Actor inflictor, int dmgflags)
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override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
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{
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Super.Die (source, inflictor, dmgflags);
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Super.Die (source, inflictor, dmgflags, MeansOfDeath);
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int i;
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