- floatified the last remaining AActor member variable 'damagemultiply'.

This commit is contained in:
Christoph Oelckers 2016-03-25 16:30:31 +01:00
parent 1125101b37
commit 2cf3b20ea8
4 changed files with 6 additions and 6 deletions

View file

@ -1290,7 +1290,7 @@ public:
FNameNoInit DamageType;
FNameNoInit DamageTypeReceived;
double DamageFactor;
fixed_t DamageMultiply;
double DamageMultiply;
FNameNoInit PainType;
FNameNoInit DeathType;

View file

@ -3964,7 +3964,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
break;
case APROP_DamageMultiplier:
actor->DamageMultiply = value;
actor->DamageMultiply = ACSToDouble(value);
break;
case APROP_MasterTID:
@ -4044,7 +4044,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
case APROP_Speed: return DoubleToACS(actor->Speed);
case APROP_Damage: return actor->GetMissileDamage(0,1);
case APROP_DamageFactor:return DoubleToACS(actor->DamageFactor);
case APROP_DamageMultiplier: return actor->DamageMultiply;
case APROP_DamageMultiplier: return DoubleToACS(actor->DamageMultiply);
case APROP_Alpha: return DoubleToACS(actor->Alpha);
case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
{ // Check for a legacy render style that matches.

View file

@ -1076,7 +1076,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (damage > 0 && source != NULL)
{
damage = FixedMul(damage, source->DamageMultiply);
damage = int(damage * source->DamageMultiply);
// Handle active damage modifiers (e.g. PowerDamage)
if (damage > 0 && source->Inventory != NULL)

View file

@ -410,7 +410,7 @@ void AActor::Serialize(FArchive &arc)
}
else
{
DamageMultiply = FRACUNIT;
DamageMultiply = 1.;
}
arc << WeaveIndexXY << WeaveIndexZ
<< PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner
@ -4180,7 +4180,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
actor->Speed = actor->GetClass()->FastSpeed;
actor->DamageMultiply = FRACUNIT;
actor->DamageMultiply = 1.;
// set subsector and/or block links
actor->LinkToWorld (SpawningMapThing);