Note about A_SkelMissile: The direct change of the missile's position was changed to use SetOrigin. If this is later supposed to be portal-aware, such direct coordinate changes are a no-go to ensure that everything is properly maintained.
This contains some advance work for handling line-to-line portals in A_PainShootSkull.
This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
This commit is just preparation for upcoming changes to completely encapsulate the coordinate info in AActor because I'm going to have to work with an altered version of actor.h that cannot be committed without breaking the engine.
With this file present in the repo before work is started the changes can be committed piece by piece.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
- HITTARGET, HITMASTER, and HITTRACER.
- A missile that dies hitting an actor will set this impacted actor as the new target/master/tracer, depending on specifications.
- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work.
- THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags.
- MIRRORREFLECT causes missiles to perform a direct 180 turn-around.
- AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
-Fixed: ALLOWPAIN should not trigger pain states if the damage is 0, but still allow for infighting to occur.
-Fixed: an unneeded logic call was processing damage modification when it was 0 to begin with.
Monsters with this flag can enter pain states, regardless of
invulnerability or damage absorption.
- Fixed: god2 cheat wasn't being considered for drowning and thrusting.
Actors will be excluded from damage/radius thrusting of all sorts by
explosions or damage of any kind. They will also never deal impact
damage to other enemies, nor will they damage themselves from being too
close to a wall.