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synced 2024-11-24 13:01:47 +00:00
- consolidated the common portion of the 6 different A_Damage* functions into a subfunction.
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0735cb9550
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1 changed files with 106 additions and 229 deletions
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@ -3610,156 +3610,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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ACTION_JUMP(jump);
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}
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enum DMSS
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{
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DMSS_FOILINVUL = 1,
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DMSS_AFFECTARMOR = 2,
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DMSS_KILL = 4,
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};
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//===========================================================================
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//
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// A_DamageMaster (int amount, str damagetype, int flags)
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// Damages the master of this child by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->master != NULL)
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{
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(self->master->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(self->master, self, self, self->master->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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P_DamageMobj(self->master, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->master, 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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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self->master, amount);
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}
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}
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}
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//===========================================================================
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//
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// A_DamageChildren (amount, str damagetype, int flags)
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// Damages the children of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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while ( (mo = it.Next()) )
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{
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if (mo->master == self)
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{
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if ((amount > 0) || (flags & DMSS_KILL)) //Bypass if kill flag is present; it won't matter. It intends to kill them.
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{
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if (!(mo->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(mo, self, self, mo->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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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, 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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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(mo, amount);
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}
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}
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}
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}
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// [KS] *** End of my modifications ***
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//===========================================================================
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//
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// A_DamageSiblings (int amount, str damagetype, int flags)
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// Damages the siblings of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->master != NULL)
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{
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while ((mo = it.Next()))
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{
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if (mo->master == self->master && mo != self)
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{
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(mo->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(mo, self, self, mo->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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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(mo, amount);
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}
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// Modified code pointer from Skulltag
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@ -5131,8 +4981,51 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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//===========================================================================
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//
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// A_DamageSelf (int amount, str damagetype, int flags)
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// Damages the calling actor by the specified amount. Negative values heal.
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// Common A_Damage handler
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//
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// A_Damage* (int amount, str damagetype, int flags)
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// Damages the specified actor by the specified amount. Negative values heal.
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//
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//===========================================================================
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enum DMSS
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{
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DMSS_FOILINVUL = 1,
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DMSS_AFFECTARMOR = 2,
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DMSS_KILL = 4,
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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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P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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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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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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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(dmgtarget, amount);
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
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@ -5142,36 +5035,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(self->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(self, self, self, self->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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P_DamageMobj(self, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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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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P_DamageMobj(self, 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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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self, amount);
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}
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DoDamage(self, self, amount, DamageType, flags);
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}
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//===========================================================================
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//
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// A_DamageTarget (int amount, str damagetype, int flags)
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// Damages the target of the actor by the specified amount. Negative values heal.
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//
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
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@ -5181,38 +5050,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->target != NULL)
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{
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(self->target->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(self->target, self, self, self->target->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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P_DamageMobj(self->target, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->target, 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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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self->target, amount);
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}
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}
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if (self->target != NULL) DoDamage(self->target, self, amount, DamageType, flags);
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}
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//===========================================================================
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//
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// A_DamageTracer (int amount, str damagetype, int flags)
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// Damages the tracer of the actor by the specified amount. Negative values heal.
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//
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
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@ -5222,31 +5065,65 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->target != NULL)
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{
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if (self->tracer != NULL) DoDamage(self->tracer, self, amount, DamageType, flags);
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}
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if ((amount > 0) || (flags & DMSS_KILL))
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//===========================================================================
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//
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//
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->master != NULL) DoDamage(self->master, self, amount, DamageType, flags);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ( (mo = it.Next()) )
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{
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if (mo->master == self) DoDamage(mo, self, amount, DamageType, flags);
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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TThinkerIterator<AActor> it;
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AActor * mo;
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if (self->master != NULL)
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{
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while ((mo = it.Next()))
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{
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if (!(self->tracer->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(self->tracer, self, self, self->tracer->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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P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->tracer, 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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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self->tracer, amount);
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if (mo->master == self->master && mo != self) DoDamage(mo, self, amount, DamageType, flags);
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}
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}
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}
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