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- added Xaser's submission for no impact damage from blasting.
SVN r3693 (trunk)
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parent
ff25785781
commit
37d9519673
5 changed files with 23 additions and 8 deletions
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@ -22,7 +22,7 @@
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//
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//==========================================================================
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void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner, const PClass * blasteffect)
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void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner, const PClass * blasteffect, bool dontdamage)
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{
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angle_t angle,ang;
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AActor *mo;
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@ -67,7 +67,7 @@ void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor * Owner
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{
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// Players handled automatically
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}
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else
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else if (!dontdamage)
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{
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victim->flags2 |= MF2_BLASTED;
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}
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@ -83,6 +83,7 @@ enum
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BF_USEAMMO = 1,
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BF_DONTWARN = 2,
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BF_AFFECTBOSSES = 4,
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BF_NOIMPACTDAMAGE = 8,
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};
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//==========================================================================
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@ -145,6 +146,6 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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{ // Out of range
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continue;
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}
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BlastActor (mo, strength, speed, self, blasteffect);
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BlastActor (mo, strength, speed, self, blasteffect, !!(blastflags & BF_NOIMPACTDAMAGE));
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}
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}
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@ -474,7 +474,7 @@ void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec
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// [RH] Means of death
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, bool hurtSelf, bool dodamage=true, int fulldamagedistance=0);
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FName damageType, bool hurtSelf, bool dodamage=true, int fulldamagedistance=0, bool noimpactdamage=false);
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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@ -4446,7 +4446,7 @@ CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
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//==========================================================================
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void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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bool DamageSource, bool bombdodamage, int fulldamagedistance)
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bool DamageSource, bool bombdodamage, int fulldamagedistance, bool noimpactdamage)
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{
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if (bombdistance <= 0)
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return;
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@ -4552,7 +4552,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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int damage = (int)points;
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if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
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else if (thing->player == NULL) thing->flags2 |= MF2_BLASTED;
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else if (thing->player == NULL && !noimpactdamage) thing->flags2 |= MF2_BLASTED;
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if (!(thing->flags & MF_ICECORPSE))
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{
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@ -776,6 +776,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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}
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}
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enum
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{
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RTF_AFFECTSOURCE = 1,
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RTF_NOIMPACTDAMAGE = 2,
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};
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//==========================================================================
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//
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// A_RadiusThrust
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@ -787,9 +793,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(force, 0);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_BOOL(affectSource, 2);
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ACTION_PARAM_INT(thrustFlags, 2);
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ACTION_PARAM_INT(fullthrustdistance, 3);
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bool affectSource = !!(thrustFlags & RTF_AFFECTSOURCE);
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bool noimpactdamage = !!(thrustFlags & RTF_NOIMPACTDAMAGE);
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bool sourcenothrust = false;
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if (force <= 0) force = 128;
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@ -803,7 +812,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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}
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int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance);
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance, noimpactdamage);
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P_CheckSplash(self, distance << FRACBITS);
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if (sourcenothrust)
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@ -123,10 +123,15 @@ const int MSF_Standard = 0;
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const int MSF_Classic = 1;
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const int MSF_DontHurt = 2;
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// Flags for A_RadiusThrust
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const int RTF_AFFECTSOURCE = 1;
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const int RTF_NOIMPACTDAMAGE = 2;
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// Flags for A_Blast
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const int BF_USEAMMO = 1;
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const int BF_DONTWARN = 2;
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const int BF_AFFECTBOSSES = 4;
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const int BF_NOIMPACTDAMAGE = 8;
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// Flags for A_SeekerMissile
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const int SMF_LOOK = 1;
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