qzdoom/wadsrc/static/zscript/actor_interaction.txt
Christoph Oelckers 0770c0022c - cleaned up use of the random function in script files.
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.
2018-12-21 12:40:05 +01:00

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Text

extend class Actor
{
virtual void ApplyKickback(Actor inflictor, Actor source, int damage, double angle, Name mod, int flags)
{
double ang;
int kickback;
double thrust;
if (inflictor && inflictor.projectileKickback)
kickback = inflictor.projectileKickback;
else if (!source || !source.player || !source.player.ReadyWeapon)
kickback = gameinfo.defKickback;
else
kickback = source.player.ReadyWeapon.Kickback;
kickback = int(kickback * G_SkillPropertyFloat(SKILLP_KickbackFactor));
if (kickback)
{
Actor origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
if (flags & DMG_USEANGLE)
{
ang = angle;
}
else if (origin.pos.xy == pos.xy)
{
// If the origin and target are in exactly the same spot, choose a random direction.
// (Most likely cause is from telefragging somebody during spawning because they
// haven't moved from their spawn spot at all.)
ang = frandom[Kickback](0., 360.);
}
else
{
ang = origin.AngleTo(self);
}
thrust = mod == 'MDK' ? 10 : 32;
if (Mass > 0)
{
thrust = clamp((damage * 0.125 * kickback) / Mass, 0., thrust);
}
// Don't apply ultra-small damage thrust
if (thrust < 0.01) thrust = 0;
// make fall forwards sometimes
if ((damage < 40) && (damage > health)
&& (pos.Z - origin.pos.Z > 64)
&& random[Kickback](0, 1)
// [RH] But only if not too fast and not flying
&& thrust < 10
&& !bNoGravity
&& !bNoForwardFall
&& (inflictor == NULL || !inflictor.bNoForwardFall)
)
{
ang += 180.;
thrust *= 4;
}
if (source && source.player && (flags & DMG_INFLICTOR_IS_PUFF)
&& source.player.ReadyWeapon != NULL && (source.player.ReadyWeapon.bSTAFF2_KICKBACK))
{
// Staff power level 2
Thrust(10, ang);
if (!bNoGravity)
{
Vel.Z += 5.;
}
}
else
{
Thrust(thrust, ang);
}
}
}
}