mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
DamageMobj Refactor
- Split off all reactive functionality (pain, infighting, etc) into its own function, ReactToDamage. - Refactored all DamageMobj's damage <= 0 values. - Any unconditional cancellations now return -1. ReactToDamage will not be called if values < 0. - All pain/wound/target changing allowances return 0.
This commit is contained in:
parent
d2d684a35a
commit
2f7fae2fb0
1 changed files with 184 additions and 221 deletions
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@ -783,6 +783,158 @@ void P_AutoUseStrifeHealth (player_t *player)
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}
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}
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//==========================================================================
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//
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// ReactToDamage
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//
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//==========================================================================
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static inline bool MustForcePain(AActor *target, AActor *inflictor)
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{
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return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
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}
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static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
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{
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return ((target->flags7 & MF7_ALLOWPAIN && damage > 0) || (inflictor && (inflictor->flags7 & MF7_CAUSEPAIN)));
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}
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// [MC] Completely ripped out of DamageMobj to make it less messy.
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static void ReactToDamage(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
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{
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bool justhit = false;
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int painchance = 0;
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FState *woundstate = nullptr;
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bool fakedPain = false;
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bool forcedPain = false;
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bool noPain = false;
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// Dead or non-existent entity, do not react.
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if (target == nullptr || target->health < 1 || damage < 0)
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return;
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player_t *player = target->player;
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if (player)
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{
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if ((player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NOPAIN) ||
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((player->cheats & CF_GODMODE) && damage < TELEFRAG_DAMAGE))
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return;
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}
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noPain = (flags & DMG_NO_PAIN) || (target->flags5 & MF5_NOPAIN) || (inflictor && (inflictor->flags5 & MF5_PAINLESS));
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// Are we attempting to cause pain?
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if (!noPain)
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{
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fakedPain = (isFakePain(target, inflictor, damage));
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forcedPain = (MustForcePain(target, inflictor));
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}
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// [MC] No forced or faked pain so skip it.
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// However the rest of the function must carry on.
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if (!noPain && damage < 1 && !fakedPain && !forcedPain)
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noPain = true;
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woundstate = target->FindState(NAME_Wound, mod);
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if (woundstate != NULL)
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{
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int woundhealth = target->WoundHealth;
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if (target->health <= woundhealth)
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{
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target->SetState(woundstate);
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return;
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}
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}
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if (!noPain &&
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(target->player != nullptr || !G_SkillProperty(SKILLP_NoPain)) && !(target->flags & MF_SKULLFLY))
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{
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painchance = target->PainChance;
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for (auto & pc : target->GetInfo()->PainChances)
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{
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if (pc.first == mod)
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{
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painchance = pc.second;
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break;
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}
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}
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if (forcedPain || ((damage >= target->PainThreshold) && (pr_damagemobj() < painchance)))
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{
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if (mod == NAME_Electric)
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{
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if (pr_lightning() < 96)
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{
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justhit = true;
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FState *painstate = target->FindState(NAME_Pain, mod);
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if (painstate != NULL)
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target->SetState(painstate);
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}
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else
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{ // "electrocute" the target
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target->renderflags |= RF_FULLBRIGHT;
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if ((target->flags3 & MF3_ISMONSTER) && pr_lightning() < 128)
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{
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target->Howl();
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}
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}
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}
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else
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{
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justhit = true;
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FState *painstate = target->FindState(NAME_Pain, ((inflictor && inflictor->PainType != NAME_None) ? inflictor->PainType : mod));
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if (painstate != NULL)
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target->SetState(painstate);
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if (mod == NAME_PoisonCloud)
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{
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if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
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{
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target->Howl();
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}
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}
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}
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}
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}
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if (target->player == nullptr) target->reactiontime = 0; // we're awake now...
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if (source)
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{
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if (source == target->target)
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{
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target->threshold = target->DefThreshold;
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if (target->state == target->SpawnState && target->SeeState != NULL)
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{
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target->SetState(target->SeeState);
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}
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}
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else if (source != target->target && target->CallOkayToSwitchTarget(source))
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{
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// Target actor is not intent on another actor,
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// so make him chase after source
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// killough 2/15/98: remember last enemy, to prevent
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// sleeping early; 2/21/98: Place priority on players
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if (target->lastenemy == NULL ||
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(target->lastenemy->player == NULL && target->TIDtoHate == 0) ||
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target->lastenemy->health <= 0)
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{
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target->lastenemy = target->target; // remember last enemy - killough
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}
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target->target = source;
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target->threshold = target->DefThreshold;
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if (target->state == target->SpawnState && target->SeeState != NULL)
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{
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target->SetState(target->SeeState);
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}
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}
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}
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// killough 11/98: Don't attack a friend, unless hit by that friend.
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if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target)))
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target->flags |= MF_JUSTHIT; // fight back!
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}
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/*
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=================
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=
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@ -798,16 +950,6 @@ void P_AutoUseStrifeHealth (player_t *player)
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==================
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*/
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static inline bool MustForcePain(AActor *target, AActor *inflictor)
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{
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return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
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}
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static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
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{
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return ((target->flags7 & MF7_ALLOWPAIN && damage > 0) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)));
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}
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// Returns the amount of damage actually inflicted upon the target, or -1 if
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// the damage was cancelled.
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@ -815,16 +957,8 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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{
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player_t *player = NULL;
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int temp;
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int painchance = 0;
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FState * woundstate = NULL;
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bool justhit = false;
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bool plrDontThrust = false;
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bool invulpain = false;
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bool fakedPain = false;
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bool forcedPain = false;
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bool noPain = false;
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int fakeDamage = 0;
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int holdDamage = 0;
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const int rawdamage = damage;
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const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE);
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@ -832,32 +966,23 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
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{ // Shouldn't happen
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return 0;
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return -1;
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}
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FName MeansOfDeath = mod;
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// Rather than unnecessarily call the function over and over again, let's be a little more efficient.
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// But first, check and see if it's even needed, which it won't be if pain must not be triggered.
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noPain = ((flags & DMG_NO_PAIN) || (target->flags5 & MF5_NOPAIN) || (inflictor && (inflictor->flags5 & MF5_PAINLESS)));
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if (!noPain)
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{
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fakedPain = (isFakePain(target, inflictor, damage));
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forcedPain = (MustForcePain(target, inflictor));
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}
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// Spectral targets only take damage from spectral projectiles.
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if (target->flags4 & MF4_SPECTRAL && !telefragDamage)
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{
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if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
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{
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return 0;
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return -1;
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}
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}
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if (target->health <= 0)
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{
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if (inflictor && mod == NAME_Ice && !(inflictor->flags7 & MF7_ICESHATTER))
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{
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return 0;
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return -1;
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}
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else if (target->flags & MF_ICECORPSE) // frozen
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{
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@ -865,7 +990,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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target->flags6 |= MF6_SHATTERING;
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target->Vel.Zero();
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}
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return 0;
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return -1;
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}
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if (target == source && (!telefragDamage || target->flags7 & MF7_LAXTELEFRAGDMG))
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{
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@ -882,16 +1007,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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{
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if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
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{
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if (fakedPain)
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{
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// big mess here: What do we use for the pain threshold?
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// We cannot run the various damage filters below so for consistency it needs to be 0.
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damage = 0;
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invulpain = true;
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goto fakepain;
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}
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else
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return 0;
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return 0;
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}
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}
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else
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@ -899,10 +1015,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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// Players are optionally excluded from getting thrust by damage.
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if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
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{
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if (fakedPain)
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plrDontThrust = 1;
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else
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return 0;
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return 0;
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}
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}
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@ -931,7 +1044,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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if (target->flags2 & MF2_DORMANT)
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{
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// Invulnerable, and won't wake up
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return 0;
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return -1;
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}
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if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
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if (player != NULL)
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{
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if (!deathmatch && inflictor->FriendPlayer > 0)
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return 0;
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return -1;
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}
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else if (target->flags4 & MF4_SPECTRAL)
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{
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if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
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return 0;
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return -1;
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}
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}
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damage = inflictor->CallDoSpecialDamage(target, damage, mod);
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if (damage < 0)
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{
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return 0;
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return -1;
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}
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}
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@ -1005,17 +1118,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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// '<0' is handled below. This only handles the case where damage gets reduced to 0.
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if (damage == 0 && olddam > 0)
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{
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{ // Still allow FORCEPAIN
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if (forcedPain)
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{
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goto dopain;
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}
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else if (fakedPain)
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{
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goto fakepain;
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}
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return 0;
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}
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return 0;
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}
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}
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if (target->flags5 & MF5_NODAMAGE)
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@ -1026,7 +1129,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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if (damage < 0)
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{
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// any negative value means that something in the above chain has cancelled out all damage and all damage effects, including pain.
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return 0;
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return -1;
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}
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@ -1092,21 +1195,9 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG))
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{ // Still allow telefragging :-(
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damage = (int)(damage * level.teamdamage);
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if (damage < 0)
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if (damage <= 0)
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{
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return 0;
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}
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else if (damage == 0)
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{
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if (forcedPain)
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{
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goto dopain;
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}
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else if (fakedPain)
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{
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goto fakepain;
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}
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return 0;
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return (damage < 0) ? -1 : 0;
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}
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}
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}
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@ -1141,17 +1232,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
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//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
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{ // player is invulnerable, so don't hurt him
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//Make sure no godmodes and NOPAIN flags are found first.
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//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
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if ((flags & DMG_NO_PAIN) || (player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NOPAIN))
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return 0;
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else if ((((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
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{
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invulpain = true;
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goto fakepain;
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}
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else
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return 0;
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return 0;
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}
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// Armor for players.
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if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
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@ -1169,20 +1250,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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if (damage <= 0)
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{
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// [MC] Godmode doesn't need checking here, it's already being handled above.
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if (noPain)
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return 0;
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// If MF6_FORCEPAIN is set, make the player enter the pain state.
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if ((inflictor && (inflictor->flags6 & MF6_FORCEPAIN)))
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goto dopain;
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else if (((player->mo->flags7 & MF7_ALLOWPAIN) && (rawdamage > 0)) ||
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(inflictor && (inflictor->flags7 & MF7_CAUSEPAIN)))
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{
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invulpain = true;
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goto fakepain;
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}
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return 0;
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return (damage < 0) ? -1 : 0;
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}
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}
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@ -1246,10 +1314,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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damage = newdam;
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if (damage <= 0)
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{
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if (fakedPain)
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goto fakepain;
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else
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return 0;
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return (damage < 0) ? -1 : 0;
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}
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}
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@ -1295,7 +1360,6 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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}
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}
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if (target->health <= 0)
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{
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//[MC]Buddha flag for monsters.
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@ -1350,115 +1414,6 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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return realdamage;
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}
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}
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woundstate = target->FindState(NAME_Wound, mod);
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if (woundstate != NULL)
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{
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int woundhealth = target->WoundHealth;
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if (target->health <= woundhealth)
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{
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target->SetState (woundstate);
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return MAX(0, damage);
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}
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}
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fakepain: //Needed so we can skip the rest of the above, but still obey the original rules.
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if (!noPain &&
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(target->player != NULL || !G_SkillProperty(SKILLP_NoPain)) && !(target->flags & MF_SKULLFLY))
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{
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painchance = target->PainChance;
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for (auto & pc : target->GetInfo()->PainChances)
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{
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if (pc.first == mod)
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{
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painchance = pc.second;
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break;
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}
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}
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if (((damage >= target->PainThreshold) && (pr_damagemobj() < painchance))
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|| (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)))
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{
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dopain:
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if (mod == NAME_Electric)
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{
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if (pr_lightning() < 96)
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{
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justhit = true;
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FState *painstate = target->FindState(NAME_Pain, mod);
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if (painstate != NULL)
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target->SetState(painstate);
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}
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else
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{ // "electrocute" the target
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target->renderflags |= RF_FULLBRIGHT;
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if ((target->flags3 & MF3_ISMONSTER) && pr_lightning() < 128)
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{
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target->Howl ();
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}
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}
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||||
}
|
||||
else
|
||||
{
|
||||
justhit = true;
|
||||
FState *painstate = target->FindState(NAME_Pain, ((inflictor && inflictor->PainType != NAME_None) ? inflictor->PainType : mod));
|
||||
if (painstate != NULL)
|
||||
target->SetState(painstate);
|
||||
if (mod == NAME_PoisonCloud)
|
||||
{
|
||||
if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
|
||||
{
|
||||
target->Howl ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//ALLOWPAIN and CAUSEPAIN can still trigger infighting, even if no pain state is worked out.
|
||||
if (target->player == nullptr) target->reactiontime = 0; // we're awake now...
|
||||
if (source)
|
||||
{
|
||||
if (source == target->target)
|
||||
{
|
||||
target->threshold = target->DefThreshold;
|
||||
if (target->state == target->SpawnState && target->SeeState != NULL)
|
||||
{
|
||||
target->SetState (target->SeeState);
|
||||
}
|
||||
}
|
||||
else if (source != target->target && target->CallOkayToSwitchTarget (source))
|
||||
{
|
||||
// Target actor is not intent on another actor,
|
||||
// so make him chase after source
|
||||
|
||||
// killough 2/15/98: remember last enemy, to prevent
|
||||
// sleeping early; 2/21/98: Place priority on players
|
||||
|
||||
if (target->lastenemy == NULL ||
|
||||
(target->lastenemy->player == NULL && target->TIDtoHate == 0) ||
|
||||
target->lastenemy->health <= 0)
|
||||
{
|
||||
target->lastenemy = target->target; // remember last enemy - killough
|
||||
}
|
||||
target->target = source;
|
||||
target->threshold = target->DefThreshold;
|
||||
if (target->state == target->SpawnState && target->SeeState != NULL)
|
||||
{
|
||||
target->SetState (target->SeeState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// killough 11/98: Don't attack a friend, unless hit by that friend.
|
||||
if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target)))
|
||||
target->flags |= MF_JUSTHIT; // fight back!
|
||||
|
||||
if (invulpain) //Note that this takes into account all the cheats a player has, in terms of invulnerability.
|
||||
{
|
||||
return 0; //NOW we return -1!
|
||||
}
|
||||
return MAX(0, damage);
|
||||
}
|
||||
|
||||
|
@ -1475,11 +1430,15 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
|
|||
// [ZZ] event handlers need the result.
|
||||
bool needevent = true;
|
||||
int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle, needevent);
|
||||
if (realdamage && needevent)
|
||||
if (realdamage >= 0)
|
||||
ReactToDamage(self, inflictor, source, realdamage, mod, flags);
|
||||
|
||||
if (realdamage > 0 && needevent)
|
||||
{
|
||||
E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
|
||||
E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
|
||||
}
|
||||
ACTION_RETURN_INT(realdamage);
|
||||
|
||||
ACTION_RETURN_INT(MAX(0,realdamage));
|
||||
}
|
||||
|
||||
int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
|
||||
|
@ -1497,12 +1456,16 @@ int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
bool needevent = true;
|
||||
int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
|
||||
if (realdamage && 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);
|
||||
// [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 realdamage;
|
||||
|
||||
return MAX(0,realdamage);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue