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Merge branch 'APROP_DamageMultiply' of https://github.com/Edward850/zdoom
This commit is contained in:
commit
64d88166cc
4 changed files with 26 additions and 4 deletions
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@ -971,6 +971,7 @@ public:
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FNameNoInit DamageType;
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FNameNoInit DamageTypeReceived;
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fixed_t DamageFactor;
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fixed_t DamageMultiply;
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FNameNoInit PainType;
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FNameNoInit DeathType;
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@ -3673,6 +3673,7 @@ enum
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APROP_AttackZOffset = 40,
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APROP_StencilColor = 41,
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APROP_Friction = 42,
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APROP_DamageMultiplier=43,
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -3862,6 +3863,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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actor->DamageFactor = value;
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break;
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case APROP_DamageMultiplier:
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actor->DamageMultiply = value;
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break;
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case APROP_MasterTID:
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AActor *other;
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other = SingleActorFromTID (value, NULL);
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@ -3933,6 +3938,7 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
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case APROP_Speed: return actor->Speed;
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case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
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case APROP_DamageFactor:return actor->DamageFactor;
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case APROP_DamageMultiplier: return actor->DamageMultiply;
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case APROP_Alpha: return actor->alpha;
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case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
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{ // Check for a legacy render style that matches.
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@ -1065,10 +1065,16 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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}
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}
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// Handle active damage modifiers (e.g. PowerDamage)
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if (source != NULL && source->Inventory != NULL)
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if (source != NULL)
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{
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int olddam = damage;
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source->Inventory->ModifyDamage(olddam, mod, damage, false);
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if (source->Inventory != NULL)
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{
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source->Inventory->ModifyDamage(olddam, mod, damage, false);
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}
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damage = FixedMul(damage, source->DamageMultiply);
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if (olddam != damage && damage <= 0)
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{ // Still allow FORCEPAIN
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if (MustForcePain(target, inflictor))
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@ -312,8 +312,16 @@ void AActor::Serialize (FArchive &arc)
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}
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arc << lastpush << lastbump
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<< PainThreshold
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<< DamageFactor
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<< WeaveIndexXY << WeaveIndexZ
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<< DamageFactor;
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if (SaveVersion >= 4516)
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{
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arc << DamageMultiply;
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}
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else
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{
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DamageMultiply = FRACUNIT;
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}
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arc << WeaveIndexXY << WeaveIndexZ
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<< PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner
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<< PoisonDamage << PoisonDuration << PoisonPeriod;
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if (SaveVersion >= 3235)
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@ -3867,6 +3875,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
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if (G_SkillProperty(SKILLP_FastMonsters))
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actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
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actor->DamageMultiply = FRACUNIT;
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// set subsector and/or block links
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