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- Follow-up of the previous commit.
- Cleaned up the DoDamage and DoKill functionality. - Added DMSS_FOILBUDDHA and KILS_FOILBUDDHA.
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parent
d1dc6fd59a
commit
a19620968d
3 changed files with 30 additions and 42 deletions
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@ -559,6 +559,7 @@ enum EDmgFlags
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DMG_NO_FACTOR = 16,
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DMG_PLAYERATTACK = 32,
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DMG_FOILINVUL = 64,
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DMG_FOILBUDDHA = 128,
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};
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@ -4831,43 +4831,26 @@ enum DMSS
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DMSS_AFFECTARMOR = 2,
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DMSS_KILL = 4,
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DMSS_NOFACTOR = 8,
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DMSS_FOILBUDDHA = 16,
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};
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static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
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{
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(dmgtarget->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(dmgtarget, self, self, dmgtarget->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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if (flags & DMSS_NOFACTOR)
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{
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_FACTOR);
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}
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else
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{
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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}
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else
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{
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if (flags & DMSS_NOFACTOR)
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{
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR | DMG_NO_FACTOR);
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}
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//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
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else
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{
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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}
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}
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int dmgFlags = 0;
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if (flags & DMSS_FOILINVUL)
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dmgFlags += DMG_FOILINVUL;
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if (flags & DMSS_FOILBUDDHA)
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dmgFlags += DMG_FOILBUDDHA;
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if ((flags & DMSS_KILL) || (flags & DMSS_NOFACTOR)) //Kill implies NoFactor
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dmgFlags += DMG_NO_FACTOR;
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if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
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dmgFlags += DMG_NO_ARMOR;
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if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
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amount += dmgtarget->health;
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if (amount > 0)
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P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
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else if (amount < 0)
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{
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amount = -amount;
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@ -4991,30 +4974,32 @@ enum KILS
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KILS_FOILINVUL = 1 << 0,
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KILS_KILLMISSILES = 1 << 1,
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KILS_NOMONSTERS = 1 << 2,
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KILS_FOILBUDDHA = 1 << 3,
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};
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static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags)
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{
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int dmgFlags = DMG_NO_ARMOR + DMG_NO_FACTOR;
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if (KILS_FOILINVUL)
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dmgFlags += DMG_FOILINVUL;
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if (KILS_FOILBUDDHA)
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dmgFlags += DMG_FOILBUDDHA;
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if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
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{
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//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
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//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
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//since that's the whole point of it.
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if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(killtarget->flags5 & MF5_NODAMAGE))
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if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
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(!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE))
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{
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P_ExplodeMissile(killtarget, NULL, NULL);
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}
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}
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if (!(flags & KILS_NOMONSTERS))
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{
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if (flags & KILS_FOILINVUL)
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{
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P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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}
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P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, dmgFlags);
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}
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}
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@ -375,12 +375,14 @@ enum
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const int KILS_FOILINVUL = 1;
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const int KILS_KILLMISSILES = 2;
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const int KILS_NOMONSTERS = 4;
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const int KILS_FOILBUDDHA = 8;
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// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
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const int DMSS_FOILINVUL = 1;
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const int DMSS_AFFECTARMOR = 2;
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const int DMSS_KILL = 4;
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const int DMSS_NOFACTOR = 8;
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const int DMSS_FOILBUDDHA = 16;
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// Flags for A_AlertMonsters
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const int AMF_TARGETEMITTER = 1;
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