mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Merge pull request #2 from rheit/master
This commit is contained in:
commit
29c6e61afd
3 changed files with 225 additions and 408 deletions
|
@ -546,6 +546,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
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P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
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}
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//
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// A_BFGSpray
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// Spawn a BFG explosion on every monster in view
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@ -559,14 +560,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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AActor *thingToHit;
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AActor *linetarget;
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(7);
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ACTION_PARAM_CLASS(spraytype, 0);
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ACTION_PARAM_INT(numrays, 1);
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ACTION_PARAM_INT(damagecnt, 2);
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ACTION_PARAM_ANGLE(angle, 3);
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ACTION_PARAM_FIXED(distance, 4);
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ACTION_PARAM_ANGLE(vrange, 5);
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ACTION_PARAM_INT(defdamage, 6);
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if (spraytype == NULL) spraytype = PClass::FindClass("BFGExtra");
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if (numrays <= 0) numrays = 40;
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if (damagecnt <= 0) damagecnt = 15;
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if (angle == 0) angle = ANG90;
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if (distance <= 0) distance = 16 * 64 * FRACUNIT;
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if (vrange == 0) vrange = ANGLE_1 * 32;
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// [RH] Don't crash if no target
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if (!self->target)
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@ -575,10 +583,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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// offset angles from its attack angle
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for (i = 0; i < numrays; i++)
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{
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an = self->angle - ANG90/2 + ANG90/numrays*i;
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an = self->angle - angle/2 + angle/numrays*i;
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// self->target is the originator (player) of the missile
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P_AimLineAttack (self->target, an, 16*64*FRACUNIT, &linetarget, ANGLE_1*32);
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P_AimLineAttack (self->target, an, distance, &linetarget, vrange);
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if (!linetarget)
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continue;
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@ -589,10 +597,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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if (spray && (spray->flags5 & MF5_PUFFGETSOWNER))
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spray->target = self->target;
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damage = 0;
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for (j = 0; j < damagecnt; ++j)
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damage += (pr_bfgspray() & 7) + 1;
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if (defdamage == 0)
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{
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damage = 0;
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for (j = 0; j < damagecnt; ++j)
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damage += (pr_bfgspray() & 7) + 1;
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}
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else
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{
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// if this is used, damagecnt will be ignored
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damage = defdamage;
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}
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thingToHit = linetarget;
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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@ -2675,133 +2675,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
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}
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enum KILS
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{
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KILS_FOILINVUL = 1 << 0,
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KILS_KILLMISSILES = 1 << 1,
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KILS_NOMONSTERS = 1 << 2,
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};
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//===========================================================================
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//
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// A_KillMaster(damagetype, int flags)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_NAME(damagetype, 0);
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ACTION_PARAM_INT(flags, 1);
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if (self->master != NULL)
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{
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if ((self->master->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
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{
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//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
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//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
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//since that's the whole point of it.
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if ((!(self->master->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->master->flags5 & MF5_NODAMAGE))
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{
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P_ExplodeMissile(self->master, NULL, NULL);
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}
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}
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if (!(flags & KILS_NOMONSTERS))
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{
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if (flags & KILS_FOILINVUL)
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{
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P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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}
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}
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}
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}
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//===========================================================================
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//
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// A_KillChildren(damagetype, int flags)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_NAME(damagetype, 0);
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ACTION_PARAM_INT(flags, 1);
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TThinkerIterator<AActor> it;
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AActor *mo;
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while ( (mo = it.Next()) )
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{
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if (mo->master == self)
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{
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if ((mo->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
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{
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if ((!(mo->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(mo->flags5 & MF5_NODAMAGE))
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{
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P_ExplodeMissile(mo, NULL, NULL);
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}
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}
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if (!(flags & KILS_NOMONSTERS))
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{
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if (flags & KILS_FOILINVUL)
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// A_KillSiblings(damagetype, int flags)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_NAME(damagetype, 0);
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ACTION_PARAM_INT(flags, 1);
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TThinkerIterator<AActor> it;
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AActor *mo;
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if (self->master != NULL)
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{
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while ( (mo = it.Next()) )
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{
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if (mo->master == self->master && mo != self)
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{
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if ((mo->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
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{
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if ((!(mo->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(mo->flags5 & MF5_NODAMAGE))
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{
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P_ExplodeMissile(mo, NULL, NULL);
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}
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}
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if (!(flags & KILS_NOMONSTERS))
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{
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if (flags & KILS_FOILINVUL)
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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}
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// A_CountdownArg
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@ -3610,156 +3483,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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ACTION_JUMP(jump);
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}
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enum DMSS
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{
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DMSS_FOILINVUL = 1,
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DMSS_AFFECTARMOR = 2,
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DMSS_KILL = 4,
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};
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//===========================================================================
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//
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// A_DamageMaster (int amount, str damagetype, int flags)
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// Damages the master of this child by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->master != NULL)
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{
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(self->master->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(self->master, self, self, self->master->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(self->master, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->master, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self->master, amount);
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}
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}
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}
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//===========================================================================
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//
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// A_DamageChildren (amount, str damagetype, int flags)
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// Damages the children of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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while ( (mo = it.Next()) )
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{
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if (mo->master == self)
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{
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if ((amount > 0) || (flags & DMSS_KILL)) //Bypass if kill flag is present; it won't matter. It intends to kill them.
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{
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if (!(mo->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(mo, self, self, mo->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(mo, amount);
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}
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}
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}
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}
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// [KS] *** End of my modifications ***
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//===========================================================================
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//
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// A_DamageSiblings (int amount, str damagetype, int flags)
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// Damages the siblings of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->master != NULL)
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{
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while ((mo = it.Next()))
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{
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if (mo->master == self->master && mo != self)
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{
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(mo->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(mo, self, self, mo->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(mo, amount);
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}
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}
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}
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}
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}
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}
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||||
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//===========================================================================
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//
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// Modified code pointer from Skulltag
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|
@ -5131,8 +4854,51 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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//===========================================================================
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//
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// A_DamageSelf (int amount, str damagetype, int flags)
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// Damages the calling actor by the specified amount. Negative values heal.
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// Common A_Damage handler
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//
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// A_Damage* (int amount, str damagetype, int flags)
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// Damages the specified actor by the specified amount. Negative values heal.
|
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//
|
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//===========================================================================
|
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|
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enum DMSS
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{
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DMSS_FOILINVUL = 1,
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DMSS_AFFECTARMOR = 2,
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DMSS_KILL = 4,
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};
|
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|
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static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
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{
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if ((amount > 0) || (flags & DMSS_KILL))
|
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{
|
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if (!(dmgtarget->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
|
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{
|
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if (flags & DMSS_KILL)
|
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{
|
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P_DamageMobj(dmgtarget, self, self, dmgtarget->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
|
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if (flags & DMSS_AFFECTARMOR)
|
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{
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL);
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}
|
||||
else
|
||||
{
|
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//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
|
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
|
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}
|
||||
}
|
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}
|
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else if (amount < 0)
|
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{
|
||||
amount = -amount;
|
||||
P_GiveBody(dmgtarget, amount);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
|
||||
|
@ -5142,36 +4908,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
|
|||
ACTION_PARAM_NAME(DamageType, 1);
|
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ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
if ((amount > 0) || (flags & DMSS_KILL))
|
||||
{
|
||||
if (!(self->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
|
||||
{
|
||||
if (flags & DMSS_KILL)
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||||
{
|
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P_DamageMobj(self, self, self, self->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
|
||||
}
|
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if (flags & DMSS_AFFECTARMOR)
|
||||
{
|
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P_DamageMobj(self, self, self, amount, DamageType, DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
|
||||
P_DamageMobj(self, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (amount < 0)
|
||||
{
|
||||
amount = -amount;
|
||||
P_GiveBody(self, amount);
|
||||
}
|
||||
DoDamage(self, self, amount, DamageType, flags);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_DamageTarget (int amount, str damagetype, int flags)
|
||||
// Damages the target of the actor by the specified amount. Negative values heal.
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
|
||||
|
@ -5181,38 +4923,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
|
|||
ACTION_PARAM_NAME(DamageType, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
if (self->target != NULL)
|
||||
{
|
||||
if ((amount > 0) || (flags & DMSS_KILL))
|
||||
{
|
||||
if (!(self->target->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
|
||||
{
|
||||
if (flags & DMSS_KILL)
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, self->target->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
|
||||
}
|
||||
if (flags & DMSS_AFFECTARMOR)
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, amount, DamageType, DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (amount < 0)
|
||||
{
|
||||
amount = -amount;
|
||||
P_GiveBody(self->target, amount);
|
||||
}
|
||||
}
|
||||
if (self->target != NULL) DoDamage(self->target, self, amount, DamageType, flags);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_DamageTracer (int amount, str damagetype, int flags)
|
||||
// Damages the tracer of the actor by the specified amount. Negative values heal.
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
|
||||
|
@ -5222,35 +4938,109 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
|
|||
ACTION_PARAM_NAME(DamageType, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
if (self->target != NULL)
|
||||
{
|
||||
if (self->tracer != NULL) DoDamage(self->tracer, self, amount, DamageType, flags);
|
||||
}
|
||||
|
||||
if ((amount > 0) || (flags & DMSS_KILL))
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_INT(amount, 0);
|
||||
ACTION_PARAM_NAME(DamageType, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
if (self->master != NULL) DoDamage(self->master, self, amount, DamageType, flags);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_INT(amount, 0);
|
||||
ACTION_PARAM_NAME(DamageType, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
TThinkerIterator<AActor> it;
|
||||
AActor * mo;
|
||||
|
||||
while ( (mo = it.Next()) )
|
||||
{
|
||||
if (mo->master == self) DoDamage(mo, self, amount, DamageType, flags);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_INT(amount, 0);
|
||||
ACTION_PARAM_NAME(DamageType, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
TThinkerIterator<AActor> it;
|
||||
AActor * mo;
|
||||
|
||||
if (self->master != NULL)
|
||||
{
|
||||
while ((mo = it.Next()))
|
||||
{
|
||||
if (!(self->tracer->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
|
||||
{
|
||||
if (flags & DMSS_KILL)
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, self->tracer->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
|
||||
}
|
||||
if (flags & DMSS_AFFECTARMOR)
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (amount < 0)
|
||||
{
|
||||
amount = -amount;
|
||||
P_GiveBody(self->tracer, amount);
|
||||
if (mo->master == self->master && mo != self) DoDamage(mo, self, amount, DamageType, flags);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_Kill*(damagetype, int flags)
|
||||
//
|
||||
//===========================================================================
|
||||
enum KILS
|
||||
{
|
||||
KILS_FOILINVUL = 1 << 0,
|
||||
KILS_KILLMISSILES = 1 << 1,
|
||||
KILS_NOMONSTERS = 1 << 2,
|
||||
};
|
||||
|
||||
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags)
|
||||
{
|
||||
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
|
||||
{
|
||||
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
|
||||
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
|
||||
//since that's the whole point of it.
|
||||
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(killtarget->flags5 & MF5_NODAMAGE))
|
||||
{
|
||||
P_ExplodeMissile(self->target, NULL, NULL);
|
||||
}
|
||||
}
|
||||
if (!(flags & KILS_NOMONSTERS))
|
||||
{
|
||||
if (flags & KILS_FOILINVUL)
|
||||
{
|
||||
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_KillTarget(damagetype, int flags)
|
||||
|
@ -5262,30 +5052,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
|
|||
ACTION_PARAM_NAME(damagetype, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
|
||||
if (self->target != NULL)
|
||||
{
|
||||
if ((self->target->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
|
||||
{
|
||||
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
|
||||
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
|
||||
//since that's the whole point of it.
|
||||
if ((!(self->target->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->target->flags5 & MF5_NODAMAGE))
|
||||
{
|
||||
P_ExplodeMissile(self->target, NULL, NULL);
|
||||
}
|
||||
}
|
||||
if (!(flags & KILS_NOMONSTERS))
|
||||
{
|
||||
if (flags & KILS_FOILINVUL)
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, self->target->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, self->target->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (self->target != NULL) DoKill(self->target, self, damagetype, flags);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -5299,32 +5066,67 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
|
|||
ACTION_PARAM_NAME(damagetype, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
|
||||
if (self->tracer != NULL)
|
||||
if (self->tracer != NULL) DoKill(self->tracer, self, damagetype, flags);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_KillMaster(damagetype, int flags)
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_NAME(damagetype, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
|
||||
if (self->master != NULL) DoKill(self->master, self, damagetype, flags);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_KillChildren(damagetype, int flags)
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_NAME(damagetype, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
|
||||
TThinkerIterator<AActor> it;
|
||||
AActor *mo;
|
||||
|
||||
while ( (mo = it.Next()) )
|
||||
{
|
||||
if ((self->tracer->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
|
||||
if (mo->master == self) DoKill(mo, self, damagetype, flags);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_KillSiblings(damagetype, int flags)
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_NAME(damagetype, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
|
||||
TThinkerIterator<AActor> it;
|
||||
AActor *mo;
|
||||
|
||||
if (self->master != NULL)
|
||||
{
|
||||
while ( (mo = it.Next()) )
|
||||
{
|
||||
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
|
||||
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
|
||||
//since that's the whole point of it.
|
||||
if ((!(self->tracer->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->tracer->flags5 & MF5_NODAMAGE))
|
||||
{
|
||||
P_ExplodeMissile(self->tracer, NULL, NULL);
|
||||
}
|
||||
}
|
||||
if (!(flags & KILS_NOMONSTERS))
|
||||
{
|
||||
if (flags & KILS_FOILINVUL)
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, self->tracer->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, self->tracer->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
||||
}
|
||||
if (mo->master == self->master && mo != self) DoKill(mo, self, damagetype, flags);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_RemoveTarget
|
||||
|
|
|
@ -70,7 +70,7 @@ ACTOR Actor native //: Thinker
|
|||
// End of MBF redundant functions.
|
||||
|
||||
action native A_MonsterRail();
|
||||
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15);
|
||||
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0);
|
||||
action native A_Pain();
|
||||
action native A_NoBlocking();
|
||||
action native A_XScream();
|
||||
|
|
Loading…
Reference in a new issue