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https://github.com/ZDoom/qzdoom.git
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0770c0022c
Many uses of random() & value have been turned into random(0, value). This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
79 lines
1.9 KiB
Text
79 lines
1.9 KiB
Text
extend class Actor
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{
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virtual void ApplyKickback(Actor inflictor, Actor source, int damage, double angle, Name mod, int flags)
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{
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double ang;
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int kickback;
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double thrust;
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if (inflictor && inflictor.projectileKickback)
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kickback = inflictor.projectileKickback;
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else if (!source || !source.player || !source.player.ReadyWeapon)
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kickback = gameinfo.defKickback;
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else
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kickback = source.player.ReadyWeapon.Kickback;
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kickback = int(kickback * G_SkillPropertyFloat(SKILLP_KickbackFactor));
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if (kickback)
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{
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Actor origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
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if (flags & DMG_USEANGLE)
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{
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ang = angle;
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}
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else if (origin.pos.xy == pos.xy)
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{
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// If the origin and target are in exactly the same spot, choose a random direction.
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// (Most likely cause is from telefragging somebody during spawning because they
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// haven't moved from their spawn spot at all.)
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ang = frandom[Kickback](0., 360.);
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}
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else
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{
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ang = origin.AngleTo(self);
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}
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thrust = mod == 'MDK' ? 10 : 32;
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if (Mass > 0)
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{
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thrust = clamp((damage * 0.125 * kickback) / Mass, 0., thrust);
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}
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// Don't apply ultra-small damage thrust
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if (thrust < 0.01) thrust = 0;
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// make fall forwards sometimes
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if ((damage < 40) && (damage > health)
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&& (pos.Z - origin.pos.Z > 64)
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&& random[Kickback](0, 1)
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// [RH] But only if not too fast and not flying
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&& thrust < 10
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&& !bNoGravity
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&& !bNoForwardFall
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&& (inflictor == NULL || !inflictor.bNoForwardFall)
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)
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{
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ang += 180.;
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thrust *= 4;
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}
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if (source && source.player && (flags & DMG_INFLICTOR_IS_PUFF)
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&& source.player.ReadyWeapon != NULL && (source.player.ReadyWeapon.bSTAFF2_KICKBACK))
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{
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// Staff power level 2
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Thrust(10, ang);
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if (!bNoGravity)
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{
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Vel.Z += 5.;
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}
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}
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else
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{
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Thrust(thrust, ang);
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}
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}
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}
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}
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