mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-30 16:00:55 +00:00
A_Explode now returns the number of actors damaged and can be used in expressions.
- Enemies that do not take damage in any way are not counted.
This commit is contained in:
parent
ee7d933ed6
commit
ec14dd94a7
5 changed files with 29 additions and 18 deletions
|
@ -949,6 +949,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
int fakeDamage = 0;
|
int fakeDamage = 0;
|
||||||
int holdDamage = 0;
|
int holdDamage = 0;
|
||||||
const int rawdamage = damage;
|
const int rawdamage = damage;
|
||||||
|
const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE);
|
||||||
|
|
||||||
if (damage < 0) damage = 0;
|
if (damage < 0) damage = 0;
|
||||||
|
|
||||||
|
@ -962,7 +963,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
forcedPain = (MustForcePain(target, inflictor));
|
forcedPain = (MustForcePain(target, inflictor));
|
||||||
|
|
||||||
// Spectral targets only take damage from spectral projectiles.
|
// Spectral targets only take damage from spectral projectiles.
|
||||||
if (target->flags4 & MF4_SPECTRAL && damage < TELEFRAG_DAMAGE)
|
if (target->flags4 & MF4_SPECTRAL && !telefragDamage)
|
||||||
{
|
{
|
||||||
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
|
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
|
||||||
{
|
{
|
||||||
|
@ -987,7 +988,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
// different here. At any rate, invulnerable is being checked before type factoring, which is then being
|
// different here. At any rate, invulnerable is being checked before type factoring, which is then being
|
||||||
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
|
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
|
||||||
// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
|
// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
|
||||||
if ((target->flags2 & MF2_INVULNERABLE) && (rawdamage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
|
if ((target->flags2 & MF2_INVULNERABLE) && !telefragDamage && (!(flags & DMG_FORCED)))
|
||||||
{ // actor is invulnerable
|
{ // actor is invulnerable
|
||||||
if (target->player == NULL)
|
if (target->player == NULL)
|
||||||
{
|
{
|
||||||
|
@ -1046,7 +1047,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
|
if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
|
||||||
{
|
{
|
||||||
if (player && damage > 1)
|
if (player && damage > 1)
|
||||||
{
|
{
|
||||||
|
@ -1214,7 +1215,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
target->IsTeammate (source))
|
target->IsTeammate (source))
|
||||||
{
|
{
|
||||||
//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
|
//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
|
||||||
if (rawdamage < TELEFRAG_DAMAGE || (target->flags7 & MF7_LAXTELEFRAGDMG))
|
if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG))
|
||||||
{ // Still allow telefragging :-(
|
{ // Still allow telefragging :-(
|
||||||
damage = (int)(damage * level.teamdamage);
|
damage = (int)(damage * level.teamdamage);
|
||||||
if (damage < 0)
|
if (damage < 0)
|
||||||
|
@ -1256,7 +1257,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
if (!(flags & DMG_FORCED))
|
if (!(flags & DMG_FORCED))
|
||||||
{
|
{
|
||||||
// check the real player, not a voodoo doll here for invulnerability effects
|
// check the real player, not a voodoo doll here for invulnerability effects
|
||||||
if ((rawdamage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
|
if ((!telefragDamage && ((player->mo->flags2 & MF2_INVULNERABLE) ||
|
||||||
(player->cheats & CF_GODMODE))) ||
|
(player->cheats & CF_GODMODE))) ||
|
||||||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
|
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
|
||||||
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
|
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
|
||||||
|
@ -1281,7 +1282,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
{
|
{
|
||||||
player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
|
player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
|
||||||
}
|
}
|
||||||
if ((rawdamage < TELEFRAG_DAMAGE) || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
|
if (!telefragDamage || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
|
||||||
{
|
{
|
||||||
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
|
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
|
||||||
damage = newdam;
|
damage = newdam;
|
||||||
|
@ -1306,7 +1307,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (damage >= player->health && rawdamage < TELEFRAG_DAMAGE
|
if (damage >= player->health && !telefragDamage
|
||||||
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
||||||
&& !player->morphTics)
|
&& !player->morphTics)
|
||||||
{ // Try to use some inventory health
|
{ // Try to use some inventory health
|
||||||
|
@ -1330,7 +1331,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
// but telefragging should still do enough damage to kill the player)
|
// but telefragging should still do enough damage to kill the player)
|
||||||
// Ignore players that are already dead.
|
// Ignore players that are already dead.
|
||||||
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
|
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
|
||||||
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (rawdamage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
|
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
|
||||||
{
|
{
|
||||||
// If this is a voodoo doll we need to handle the real player as well.
|
// If this is a voodoo doll we need to handle the real player as well.
|
||||||
player->mo->health = target->health = player->health = 1;
|
player->mo->health = target->health = player->health = 1;
|
||||||
|
@ -1395,7 +1396,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
||||||
if (target->health <= 0)
|
if (target->health <= 0)
|
||||||
{
|
{
|
||||||
//[MC]Buddha flag for monsters.
|
//[MC]Buddha flag for monsters.
|
||||||
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (rawdamage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
|
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && !telefragDamage && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
|
||||||
{ //FOILBUDDHA or Telefrag damage must kill it.
|
{ //FOILBUDDHA or Telefrag damage must kill it.
|
||||||
target->health = 1;
|
target->health = 1;
|
||||||
}
|
}
|
||||||
|
|
|
@ -392,7 +392,7 @@ enum
|
||||||
RADF_NODAMAGE = 8,
|
RADF_NODAMAGE = 8,
|
||||||
RADF_THRUSTZ = 16,
|
RADF_THRUSTZ = 16,
|
||||||
};
|
};
|
||||||
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
|
int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
|
||||||
FName damageType, int flags, int fulldamagedistance=0);
|
FName damageType, int flags, int fulldamagedistance=0);
|
||||||
|
|
||||||
void P_DelSector_List();
|
void P_DelSector_List();
|
||||||
|
|
|
@ -5245,11 +5245,11 @@ CUSTOM_CVAR(Float, splashfactor, 1.f, CVAR_SERVERINFO)
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
|
int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
|
||||||
int flags, int fulldamagedistance)
|
int flags, int fulldamagedistance)
|
||||||
{
|
{
|
||||||
if (bombdistance <= 0)
|
if (bombdistance <= 0)
|
||||||
return;
|
return 0;
|
||||||
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
|
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
|
||||||
|
|
||||||
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
|
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
|
||||||
|
@ -5264,6 +5264,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
|
||||||
bombsource = bombspot;
|
bombsource = bombspot;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int count = 0;
|
||||||
while ((it.Next(&cres)))
|
while ((it.Next(&cres)))
|
||||||
{
|
{
|
||||||
AActor *thing = cres.thing;
|
AActor *thing = cres.thing;
|
||||||
|
@ -5359,7 +5360,12 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
|
||||||
int newdam = damage;
|
int newdam = damage;
|
||||||
|
|
||||||
if (!(flags & RADF_NODAMAGE))
|
if (!(flags & RADF_NODAMAGE))
|
||||||
|
{
|
||||||
|
//[MC] Don't count actors saved by buddha if already at 1 health.
|
||||||
|
int prehealth = thing->health;
|
||||||
newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
|
newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
|
||||||
|
if (thing->health < prehealth) count++;
|
||||||
|
}
|
||||||
else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
|
else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
|
||||||
thing->flags2 |= MF2_BLASTED;
|
thing->flags2 |= MF2_BLASTED;
|
||||||
|
|
||||||
|
@ -5425,12 +5431,16 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
|
||||||
damage = int(damage * factor);
|
damage = int(damage * factor);
|
||||||
if (damage > 0)
|
if (damage > 0)
|
||||||
{
|
{
|
||||||
|
//[MC] Don't count actors saved by buddha if already at 1 health.
|
||||||
|
int prehealth = thing->health;
|
||||||
int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
|
int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
|
||||||
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
|
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
|
||||||
|
if (thing->health < prehealth) count++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return count;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
|
@ -1414,13 +1414,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
|
int count = P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
|
||||||
P_CheckSplash(self, distance);
|
P_CheckSplash(self, distance);
|
||||||
if (alert && self->target != NULL && self->target->player != NULL)
|
if (alert && self->target != NULL && self->target->player != NULL)
|
||||||
{
|
{
|
||||||
P_NoiseAlert(self->target, self);
|
P_NoiseAlert(self->target, self);
|
||||||
}
|
}
|
||||||
return 0;
|
ACTION_RETURN_INT(count);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
|
@ -253,7 +253,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
|
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
|
||||||
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
|
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
|
||||||
action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
|
action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
|
||||||
action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
|
action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
|
||||||
action native A_Stop();
|
action native A_Stop();
|
||||||
action native A_Respawn(int flags = 1);
|
action native A_Respawn(int flags = 1);
|
||||||
action native A_BarrelDestroy();
|
action native A_BarrelDestroy();
|
||||||
|
|
Loading…
Reference in a new issue