- trigger WorldThingDamaged event before WorldThingDied

https://forum.zdoom.org/viewtopic.php?t=60597
This commit is contained in:
alexey.lysiuk 2018-05-15 18:24:19 +03:00 committed by Christoph Oelckers
parent e9050a38b3
commit fc91827900
1 changed files with 20 additions and 9 deletions

View File

@ -909,7 +909,7 @@ static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
// Returns the amount of damage actually inflicted upon the target, or -1 if
// the damage was cancelled.
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
{
DAngle ang;
player_t *player = NULL;
@ -1503,8 +1503,13 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
source = source->tracer;
}
}
const int realdamage = MAX(0, damage);
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
needevent = false;
target->CallDie (source, inflictor, flags);
return MAX(0, damage);
return realdamage;
}
}
@ -1630,9 +1635,12 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
PARAM_FLOAT_DEF(angle);
// [ZZ] event handlers need the result.
int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle);
if (!realdamage) ACTION_RETURN_INT(0);
E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
bool needevent = true;
int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle, needevent);
if (realdamage && needevent)
{
E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
}
ACTION_RETURN_INT(realdamage);
}
@ -1649,10 +1657,13 @@ int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage,
}
else
{
int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle);
if (!realdamage) return 0;
// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
bool needevent = true;
int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
if (realdamage && needevent)
{
// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
}
return realdamage;
}
}