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Reduced redundancy by putting all function aftermath handling in a subfunction.
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6372cdaa41
commit
1e741446d7
1 changed files with 19 additions and 25 deletions
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@ -1450,6 +1450,23 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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return MAX(0, damage);
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}
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static int DoDamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
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{
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// [ZZ] event handlers need the result.
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bool needevent = true;
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int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
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if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise.
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ReactToDamage(target, inflictor, source, realdamage, mod, flags);
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if (realdamage > 0 && 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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}
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return MAX(0, realdamage);
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}
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DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -1459,19 +1476,7 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
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PARAM_NAME(mod);
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PARAM_INT(flags);
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PARAM_FLOAT(angle);
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// [ZZ] event handlers need the result.
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bool needevent = true;
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int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle, needevent);
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if (realdamage >= 0)
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ReactToDamage(self, inflictor, source, realdamage, mod, flags);
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if (realdamage > 0 && needevent)
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{
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E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
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}
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ACTION_RETURN_INT(MAX(0,realdamage));
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ACTION_RETURN_INT(DoDamageMobj(self, inflictor, source, damage, mod, flags, angle));
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}
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int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
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@ -1487,18 +1492,7 @@ int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage,
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}
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else
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{
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bool needevent = true;
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int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
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if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise.
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ReactToDamage(target, inflictor, source, realdamage, mod, flags);
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if (realdamage > 0 && 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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}
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return MAX(0,realdamage);
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return DoDamageMobj(target, inflictor, source, damage, mod, flags, angle);
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}
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}
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