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Added source, inflictor and damage flags to AbsorbDamage.
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6 changed files with 11 additions and 11 deletions
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@ -675,7 +675,7 @@ public:
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// Adjusts the angle for deflection/reflection of incoming missiles
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// Returns true if the missile should be allowed to explode anyway
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bool AdjustReflectionAngle (AActor *thing, DAngle &angle);
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int AbsorbDamage(int damage, FName dmgtype);
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int AbsorbDamage(int damage, FName dmgtype, AActor *inflictor, AActor *source, int flags);
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void AlterWeaponSprite(visstyle_t *vis);
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// Returns true if this actor is within melee range of its target
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@ -1301,7 +1301,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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int newdam = damage;
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if (damage > 0)
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{
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newdam = player->mo->AbsorbDamage(damage, mod);
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newdam = player->mo->AbsorbDamage(damage, mod, inflictor, source, flags);
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}
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if (!telefragDamage || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
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{
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@ -1371,7 +1371,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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if (!(flags & (DMG_NO_ARMOR|DMG_FORCED)) && target->Inventory != NULL && damage > 0)
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{
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int newdam = damage;
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newdam = target->AbsorbDamage(damage, mod);
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newdam = target->AbsorbDamage(damage, mod, inflictor, source, flags);
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damage = newdam;
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if (damage <= 0)
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{
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@ -3231,14 +3231,14 @@ bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
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return false;
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}
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int AActor::AbsorbDamage(int damage, FName dmgtype)
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int AActor::AbsorbDamage(int damage, FName dmgtype, AActor *inflictor, AActor *source, int flags)
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{
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for (AActor *item = Inventory; item != nullptr; item = item->Inventory)
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{
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IFVIRTUALPTRNAME(item, NAME_Inventory, AbsorbDamage)
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{
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VMValue params[4] = { item, damage, dmgtype.GetIndex(), &damage };
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VMCall(func, params, 4, nullptr, 0);
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VMValue params[7] = { item, damage, dmgtype.GetIndex(), &damage, inflictor, source, flags };
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VMCall(func, params, 7, nullptr, 0);
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}
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}
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return damage;
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@ -141,7 +141,7 @@ class BasicArmor : Armor
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//
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//===========================================================================
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override void AbsorbDamage (int damage, Name damageType, out int newdamage)
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override void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor, Actor source, int flags)
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{
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int saved;
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@ -552,7 +552,7 @@ class HexenArmor : Armor
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//
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//===========================================================================
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override void AbsorbDamage (int damage, Name damageType, out int newdamage)
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override void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor, Actor source, int flags)
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{
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if (!DamageTypeDefinition.IgnoreArmor(damageType))
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{
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@ -1099,7 +1099,7 @@ class Inventory : Actor
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//
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//===========================================================================
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virtual void AbsorbDamage (int damage, Name damageType, out int newdamage) {}
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virtual void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor = null, Actor source = null, int flags = 0) {}
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//===========================================================================
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//
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@ -761,7 +761,7 @@ class PowerIronFeet : Powerup
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Powerup.Color "00 ff 00", 0.125;
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}
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override void AbsorbDamage (int damage, Name damageType, out int newdamage)
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override void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor, Actor source, int flags)
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{
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if (damageType == 'Drowning')
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{
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@ -795,7 +795,7 @@ class PowerMask : PowerIronFeet
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Inventory.Icon "I_MASK";
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}
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override void AbsorbDamage (int damage, Name damageType, out int newdamage)
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override void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor, Actor source, int flags)
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{
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if (damageType == 'Fire' || damageType == 'Drowning')
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{
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