Reduced redundancy by putting all function aftermath handling in a subfunction.

This commit is contained in:
Major Cooke 2018-12-13 01:31:23 -06:00 committed by Christoph Oelckers
parent 6372cdaa41
commit 1e741446d7

View file

@ -1450,6 +1450,23 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
return MAX(0, damage);
}
static int DoDamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
{
// [ZZ] event handlers need the result.
bool needevent = true;
int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise.
ReactToDamage(target, inflictor, source, realdamage, mod, flags);
if (realdamage > 0 && needevent)
{
// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
}
return MAX(0, realdamage);
}
DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
{
PARAM_SELF_PROLOGUE(AActor);
@ -1459,19 +1476,7 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
PARAM_NAME(mod);
PARAM_INT(flags);
PARAM_FLOAT(angle);
// [ZZ] event handlers need the result.
bool needevent = true;
int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle, needevent);
if (realdamage >= 0)
ReactToDamage(self, inflictor, source, realdamage, mod, flags);
if (realdamage > 0 && needevent)
{
E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
}
ACTION_RETURN_INT(MAX(0,realdamage));
ACTION_RETURN_INT(DoDamageMobj(self, inflictor, source, damage, mod, flags, angle));
}
int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
@ -1487,18 +1492,7 @@ int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage,
}
else
{
bool needevent = true;
int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise.
ReactToDamage(target, inflictor, source, realdamage, mod, flags);
if (realdamage > 0 && needevent)
{
// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
}
return MAX(0,realdamage);
return DoDamageMobj(target, inflictor, source, damage, mod, flags, angle);
}
}