mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
Merge branch 'fixes' of https://github.com/MajorCooke/zdoom
Conflicts: src/p_interaction.cpp
This commit is contained in:
commit
b6ccc79ca3
1 changed files with 40 additions and 29 deletions
|
@ -925,6 +925,11 @@ static inline bool MustForcePain(AActor *target, AActor *inflictor)
|
|||
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS));
|
||||
}
|
||||
|
||||
static inline bool isFakePain(AActor *target, AActor *inflictor)
|
||||
{
|
||||
return ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)));
|
||||
}
|
||||
|
||||
|
||||
// Returns the amount of damage actually inflicted upon the target, or -1 if
|
||||
// the damage was cancelled.
|
||||
|
@ -940,6 +945,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
bool justhit = false;
|
||||
bool plrDontThrust = false;
|
||||
bool invulpain = false;
|
||||
bool fakedPain = false;
|
||||
bool forcedPain = false;
|
||||
int fakeDamage = 0;
|
||||
int holdDamage = 0;
|
||||
|
||||
|
@ -948,6 +955,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
return -1;
|
||||
}
|
||||
|
||||
//Rather than unnecessarily call the function over and over again, let's be a little more efficient.
|
||||
fakedPain = (isFakePain(target, inflictor));
|
||||
forcedPain = (MustForcePain(target, inflictor));
|
||||
|
||||
// Spectral targets only take damage from spectral projectiles.
|
||||
if (target->flags4 & MF4_SPECTRAL && damage < TELEFRAG_DAMAGE)
|
||||
{
|
||||
|
@ -976,7 +987,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
|
||||
{
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
if (fakedPain)
|
||||
{
|
||||
invulpain = true; //This returns -1 later.
|
||||
fakeDamage = damage;
|
||||
|
@ -991,7 +1002,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
// Players are optionally excluded from getting thrust by damage.
|
||||
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
|
||||
{
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
if (fakedPain)
|
||||
plrDontThrust = 1;
|
||||
else
|
||||
return -1;
|
||||
|
@ -999,7 +1010,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
|
||||
}
|
||||
if (((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) && (damage < TELEFRAG_DAMAGE))
|
||||
if ((fakedPain) && (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.
|
||||
|
@ -1057,9 +1068,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
if (damage > 0)
|
||||
damage = inflictor->DoSpecialDamage (target, damage, mod);
|
||||
|
||||
if (damage == -1)
|
||||
if ((damage == -1) && (target->player == NULL)) //This isn't meant for the player.
|
||||
{
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) //Hold off ending the function before we can deal the pain chances.
|
||||
if (fakedPain) //Hold off ending the function before we can deal the pain chances.
|
||||
goto fakepain;
|
||||
return -1;
|
||||
}
|
||||
|
@ -1075,12 +1086,13 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
damage = FixedMul(damage, source->DamageMultiply);
|
||||
|
||||
if (olddam != damage && damage <= 0)
|
||||
if (((source->flags7 & MF7_CAUSEPAIN) && (fakeDamage <= 0)) || (olddam != damage && damage <= 0))
|
||||
{ // Still allow FORCEPAIN
|
||||
if (MustForcePain(target, inflictor))
|
||||
{
|
||||
if (forcedPain)
|
||||
goto dopain;
|
||||
}
|
||||
else if (fakedPain)
|
||||
goto fakepain;
|
||||
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
@ -1089,13 +1101,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
int olddam = damage;
|
||||
target->Inventory->ModifyDamage(olddam, mod, damage, true);
|
||||
if (((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage <= 0)) || (olddam != damage && damage <= 0))
|
||||
if ((olddam != damage && damage <= 0) && target->player == NULL)
|
||||
{ // Still allow FORCEPAIN and make sure we're still passing along fake damage to hit enemies for their pain states.
|
||||
if (MustForcePain(target, inflictor))
|
||||
{
|
||||
if (forcedPain)
|
||||
goto dopain;
|
||||
}
|
||||
else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
else if (fakedPain)
|
||||
goto fakepain;
|
||||
|
||||
return -1;
|
||||
|
@ -1109,13 +1119,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
|
||||
}
|
||||
if (damage <= 0)
|
||||
if (damage <= 0 && target->player == NULL)
|
||||
{ // Still allow FORCEPAIN
|
||||
if (MustForcePain(target, inflictor))
|
||||
{
|
||||
if (forcedPain)
|
||||
goto dopain;
|
||||
}
|
||||
else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
else if (fakedPain)
|
||||
goto fakepain;
|
||||
|
||||
return -1;
|
||||
|
@ -1124,9 +1132,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
if (damage > 0)
|
||||
damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
|
||||
}
|
||||
if (damage == -1)
|
||||
if (damage == -1 && target->player == NULL) //Make sure it's not a player, the pain has yet to be processed with cheats.
|
||||
{
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
if (fakedPain)
|
||||
goto fakepain;
|
||||
|
||||
return -1;
|
||||
|
@ -1253,17 +1261,18 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
(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->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)) && (!(player->mo->flags5 & MF5_NOPAIN))) &&
|
||||
(((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || ((inflictor != NULL) && (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.
|
||||
{
|
||||
if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NOPAIN))
|
||||
return -1;
|
||||
else if ((((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
|
||||
{
|
||||
invulpain = true;
|
||||
fakeDamage = damage;
|
||||
goto fakepain;
|
||||
}
|
||||
return -1;
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
|
||||
|
@ -1312,6 +1321,7 @@ 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.
|
||||
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
|
||||
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.
|
||||
|
@ -1345,7 +1355,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
damage = newdam;
|
||||
if (damage <= 0)
|
||||
{
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
if (fakedPain)
|
||||
goto fakepain;
|
||||
else
|
||||
return damage;
|
||||
|
@ -1376,6 +1386,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
|
||||
if (target->health <= 0)
|
||||
{
|
||||
//[MC]Buddha flag for monsters.
|
||||
if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags3 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA)))
|
||||
{ //FOILBUDDHA or Telefrag damage must kill it.
|
||||
target->health = 1;
|
||||
|
@ -1440,7 +1451,7 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig
|
|||
//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 != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) && (fakeDamage != damage))
|
||||
|| ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
|
||||
{
|
||||
holdDamage = damage; //Store the modified damage away after factors are taken into account.
|
||||
damage = fakeDamage; //Retrieve the original damage.
|
||||
|
@ -1541,7 +1552,7 @@ dopain:
|
|||
{
|
||||
return -1; //NOW we return -1!
|
||||
}
|
||||
else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
else if (fakedPain)
|
||||
{
|
||||
return holdDamage; //This is the calculated damage after all is said and done.
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue