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- added selfdamagefactor actor property.
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5 changed files with 19 additions and 0 deletions
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@ -257,6 +257,7 @@ PClassActor::PClassActor()
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WoundHealth = 6;
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WoundHealth = 6;
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FastSpeed = -1.;
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FastSpeed = -1.;
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RDFactor = 1.;
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RDFactor = 1.;
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SelfDamageFactor = 1.;
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CameraHeight = INT_MIN;
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CameraHeight = INT_MIN;
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DropItems = NULL;
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DropItems = NULL;
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@ -317,6 +318,7 @@ void PClassActor::DeriveData(PClass *newclass)
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newa->WoundHealth = WoundHealth;
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newa->WoundHealth = WoundHealth;
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newa->FastSpeed = FastSpeed;
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newa->FastSpeed = FastSpeed;
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newa->RDFactor = RDFactor;
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newa->RDFactor = RDFactor;
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newa->SelfDamageFactor = SelfDamageFactor;
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newa->CameraHeight = CameraHeight;
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newa->CameraHeight = CameraHeight;
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newa->HowlSound = HowlSound;
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newa->HowlSound = HowlSound;
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newa->BloodType = BloodType;
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newa->BloodType = BloodType;
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@ -299,6 +299,7 @@ public:
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int WoundHealth; // Health needed to enter wound state
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int WoundHealth; // Health needed to enter wound state
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double FastSpeed; // speed in fast mode
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double FastSpeed; // speed in fast mode
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double RDFactor; // Radius damage factor
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double RDFactor; // Radius damage factor
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double SelfDamageFactor;
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double CameraHeight; // Height of camera when used as such
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double CameraHeight; // Height of camera when used as such
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FSoundID HowlSound; // Sound being played when electrocuted or poisoned
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FSoundID HowlSound; // Sound being played when electrocuted or poisoned
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FName BloodType; // Blood replacement type
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FName BloodType; // Blood replacement type
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@ -1020,6 +1020,11 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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}
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}
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return 0;
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return 0;
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}
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}
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if (target == source && damage < TELEFRAG_DAMAGE)
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{
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damage = int(damage * target->GetClass()->SelfDamageFactor);
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}
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// [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything
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// [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything
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// different here. At any rate, invulnerable is being checked before type factoring, which is then being
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// different here. At any rate, invulnerable is being checked before type factoring, which is then being
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// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
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// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
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@ -321,6 +321,7 @@ DEFINE_FIELD(PClassActor, GibHealth)
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DEFINE_FIELD(PClassActor, WoundHealth)
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DEFINE_FIELD(PClassActor, WoundHealth)
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DEFINE_FIELD(PClassActor, FastSpeed)
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DEFINE_FIELD(PClassActor, FastSpeed)
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DEFINE_FIELD(PClassActor, RDFactor)
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DEFINE_FIELD(PClassActor, RDFactor)
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DEFINE_FIELD(PClassActor, SelfDamageFactor)
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DEFINE_FIELD(PClassActor, CameraHeight)
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DEFINE_FIELD(PClassActor, CameraHeight)
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DEFINE_FIELD(PClassActor, HowlSound)
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DEFINE_FIELD(PClassActor, HowlSound)
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DEFINE_FIELD(PClassActor, BloodType)
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DEFINE_FIELD(PClassActor, BloodType)
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@ -1430,6 +1430,16 @@ DEFINE_PROPERTY(radiusdamagefactor, F, Actor)
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static_cast<PClassActor *>(info)->RDFactor = i;
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static_cast<PClassActor *>(info)->RDFactor = i;
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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_PROPERTY(selfdamagefactor, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
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static_cast<PClassActor *>(info)->SelfDamageFactor = i;
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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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