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- refactored actDamageSprite
This commit is contained in:
parent
d261d94207
commit
b1074c300b
8 changed files with 228 additions and 165 deletions
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@ -33,6 +33,9 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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static DBloodActor* actDropObject(DBloodActor* actor, int nType);
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VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].maxDist. What were they thinking...
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// Tine
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@ -2462,7 +2465,7 @@ static void actInitDudes()
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for (int i = 0; i < kDudeMax - kDudeBase; i++)
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for (int j = 0; j < 7; j++)
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dudeInfo[i].at70[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
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dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
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it.Reset(kStatDude);
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while (auto act = it.Next())
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@ -2890,15 +2893,15 @@ static DBloodActor* actDropFlag(DBloodActor* actor, int nType)
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//
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//---------------------------------------------------------------------------
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static DBloodActor* actDropObject(DBloodActor* pSprite, int nType)
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static DBloodActor* actDropObject(DBloodActor* actor, int nType)
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{
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DBloodActor* act2 = nullptr;
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if (nType >= kItemKeyBase && nType < kItemKeyMax) act2 = actDropKey(pSprite, nType);
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else if (nType == kItemFlagA || nType == kItemFlagB) act2 = actDropFlag(pSprite, nType);
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else if (nType >= kItemBase && nType < kItemMax) act2 = actDropItem(pSprite, nType);
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else if (nType >= kItemAmmoBase && nType < kItemAmmoMax) act2 = actDropAmmo(pSprite, nType);
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else if (nType >= kItemWeaponBase && nType < kItemWeaponMax) act2 = actDropWeapon(pSprite, nType);
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if (nType >= kItemKeyBase && nType < kItemKeyMax) act2 = actDropKey(actor, nType);
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else if (nType == kItemFlagA || nType == kItemFlagB) act2 = actDropFlag(actor, nType);
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else if (nType >= kItemBase && nType < kItemMax) act2 = actDropItem(actor, nType);
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else if (nType >= kItemAmmoBase && nType < kItemAmmoMax) act2 = actDropAmmo(actor, nType);
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else if (nType >= kItemWeaponBase && nType < kItemWeaponMax) act2 = actDropWeapon(actor, nType);
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if (act2)
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{
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@ -2967,7 +2970,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
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aiGenDudeNewState(pSprite, &genDudeBurnGoto);
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actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
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if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
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gDudeExtra[pSprite->extra].time = PlayClock + 360;
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actor->dudeExtra().time = PlayClock + 360;
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return true;
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}
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@ -3665,145 +3668,189 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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//
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//---------------------------------------------------------------------------
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int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE damageType, int damage) {
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assert(nSource < kMaxSprites);
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if (pSprite->flags&32 || pSprite->extra <= 0 || pSprite->extra >= kMaxXSprites || xsprite[pSprite->extra].reference != pSprite->index)
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return 0;
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XSPRITE *pXSprite = &xsprite[pSprite->extra];
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if ((pXSprite->health == 0 && pSprite->statnum != kStatDude) || pXSprite->locked)
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return 0;
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if (nSource == -1)
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nSource = pSprite->index;
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PLAYER *pSourcePlayer = NULL;
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if (IsPlayerSprite(&sprite[nSource])) pSourcePlayer = &gPlayer[sprite[nSource].type - kDudePlayer1];
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if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pSourcePlayer, pSprite)) return 0;
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switch (pSprite->statnum) {
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case kStatDude: {
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if (!IsDudeSprite(pSprite)) {
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Printf(PRINT_HIGH, "Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & kHitagRespawn) ? "RESPAWN" : "NORMAL");
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return damage >> 4;
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//I_Error("Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & 16) ? "RESPAWN" : "NORMAL");
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}
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int nType = pSprite->type - kDudeBase; int nDamageFactor = getDudeInfo(nType+kDudeBase)->at70[damageType];
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#ifdef NOONE_EXTENSIONS
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if (pSprite->type == kDudeModernCustom)
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nDamageFactor = gGenDudeExtra[pSprite->index].dmgControl[damageType];
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#endif
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if (!nDamageFactor) return 0;
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else if (nDamageFactor != 256)
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damage = MulScale(damage, nDamageFactor, 8);
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if (!IsPlayerSprite(pSprite)) {
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if (pXSprite->health <= 0) return 0;
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damage = aiDamageSprite(pSprite, pXSprite, nSource, damageType, damage);
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if (pXSprite->health <= 0)
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actKillDude(nSource, pSprite, ((damageType == DAMAGE_TYPE_3 && damage < 160) ? DAMAGE_TYPE_0 : damageType), damage);
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} else {
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PLAYER *pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
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if (pXSprite->health > 0 || playerSeqPlaying(pPlayer, 16))
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damage = playerDamageSprite(nSource, pPlayer, damageType, damage);
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}
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}
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break;
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case kStatThing:
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assert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
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int nType = pSprite->type - kThingBase; int nDamageFactor = thingInfo[nType].dmgControl[damageType];
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if (!nDamageFactor) return 0;
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else if (nDamageFactor != 256)
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damage = MulScale(damage, nDamageFactor, 8);
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pXSprite->health = ClipLow(pXSprite->health - damage, 0);
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if (pXSprite->health <= 0) {
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switch (pSprite->type) {
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case kThingDroppedLifeLeech:
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#ifdef NOONE_EXTENSIONS
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case kModernThingEnemyLifeLeech:
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#endif
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GibSprite(pSprite, GIBTYPE_14, NULL, NULL);
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pXSprite->data1 = pXSprite->data2 = pXSprite->data3 = pXSprite->DudeLockout = 0;
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pXSprite->stateTimer = pXSprite->data4 = pXSprite->isTriggered = 0;
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#ifdef NOONE_EXTENSIONS
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if (pSprite->owner >= 0 && sprite[pSprite->owner].type == kDudeModernCustom)
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sprite[pSprite->owner].owner = kMaxSprites - 1; // indicates if custom dude had life leech.
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#endif
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break;
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default:
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if (!(pSprite->flags & kHitagRespawn))
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pSprite->owner = nSource;
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break;
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}
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trTriggerSprite(pSprite->index, pXSprite, kCmdOff);
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switch (pSprite->type) {
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case kThingObjectGib:
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case kThingObjectExplode:
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case kThingBloodBits:
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case kThingBloodChunks:
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case kThingZombieHead:
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if (damageType == 3 && pSourcePlayer && PlayClock > pSourcePlayer->laughCount && Chance(0x4000)) {
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sfxPlay3DSound(pSourcePlayer->pSprite, gPlayerGibThingComments[Random(10)], 0, 2);
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pSourcePlayer->laughCount = PlayClock+3600;
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}
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break;
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case kTrapMachinegun:
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seqSpawn(28, 3, pSprite->extra, -1);
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break;
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case kThingFluorescent:
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seqSpawn(12, 3, pSprite->extra, -1);
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GibSprite(pSprite, GIBTYPE_6, NULL, NULL);
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break;
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case kThingSpiderWeb:
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seqSpawn(15, 3, pSprite->extra, -1);
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break;
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case kThingMetalGrate:
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seqSpawn(21, 3, pSprite->extra, -1);
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GibSprite(pSprite, GIBTYPE_4, NULL, NULL);
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break;
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case kThingFlammableTree:
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switch (pXSprite->data1) {
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case -1:
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GibSprite(pSprite, GIBTYPE_14, NULL, NULL);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 312, pSprite->sectnum);
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actPostSprite(pSprite->index, kStatFree);
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break;
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case 0:
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seqSpawn(25, 3, pSprite->extra, nTreeToGibClient);
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sfxPlay3DSound(pSprite, 351, -1, 0);
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break;
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case 1:
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seqSpawn(26, 3, pSprite->extra, nTreeToGibClient);
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sfxPlay3DSound(pSprite, 351, -1, 0);
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break;
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}
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break;
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}
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}
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break;
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}
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return damage >> 4;
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}
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int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage)
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static int actDamageDude(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType)
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{
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return actDamageSprite(pSource? pSource->s().index : -1, &pTarget->s(), damageType, damage);
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auto pSprite = &actor->s();
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XSPRITE* pXSprite = &actor->x();
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if (!actor->IsDudeActor())
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{
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Printf(PRINT_HIGH, "Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & kHitagRespawn) ? "RESPAWN" : "NORMAL");
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return damage >> 4;
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//I_Error("Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & 16) ? "RESPAWN" : "NORMAL");
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}
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int nType = pSprite->type - kDudeBase;
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int nDamageFactor = getDudeInfo(nType + kDudeBase)->damageVal[damageType];
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#ifdef NOONE_EXTENSIONS
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if (pSprite->type == kDudeModernCustom)
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nDamageFactor = actor->genDudeExtra().dmgControl[damageType];
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#endif
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if (!nDamageFactor) return 0;
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else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
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if (!IsPlayerSprite(pSprite))
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{
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if (pXSprite->health <= 0) return 0;
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damage = aiDamageSprite(source, actor, damageType, damage);
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if (pXSprite->health <= 0)
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actKillDude(source, actor, ((damageType == DAMAGE_TYPE_3 && damage < 160) ? DAMAGE_TYPE_0 : damageType), damage);
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}
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else
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{
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PLAYER* pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
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if (pXSprite->health > 0 || playerSeqPlaying(pPlayer, 16))
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damage = playerDamageSprite(source, pPlayer, damageType, damage);
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}
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return damage;
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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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static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType, PLAYER* pSourcePlayer)
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{
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auto pSprite = &actor->s();
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XSPRITE* pXSprite = &actor->x();
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assert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
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int nType = pSprite->type - kThingBase;
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int nDamageFactor = thingInfo[nType].dmgControl[damageType];
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if (!nDamageFactor) return 0;
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else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
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pXSprite->health = ClipLow(pXSprite->health - damage, 0);
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if (pXSprite->health <= 0)
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{
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auto Owner = actor->GetOwner();
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switch (pSprite->type)
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{
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case kThingDroppedLifeLeech:
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#ifdef NOONE_EXTENSIONS
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case kModernThingEnemyLifeLeech:
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#endif
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GibSprite(pSprite, GIBTYPE_14, NULL, NULL);
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pXSprite->data1 = pXSprite->data2 = pXSprite->data3 = pXSprite->DudeLockout = 0;
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pXSprite->stateTimer = pXSprite->data4 = pXSprite->isTriggered = 0;
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#ifdef NOONE_EXTENSIONS
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if (Owner && Owner->s().type == kDudeModernCustom)
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Owner->SetSpecialOwner(); // indicates if custom dude had life leech.
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#endif
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break;
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default:
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if (!(pSprite->flags & kHitagRespawn))
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actor->SetOwner(source);
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break;
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}
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trTriggerSprite(pSprite->index, pXSprite, kCmdOff);
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switch (pSprite->type)
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{
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case kThingObjectGib:
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case kThingObjectExplode:
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case kThingBloodBits:
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case kThingBloodChunks:
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case kThingZombieHead:
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if (damageType == 3 && pSourcePlayer && PlayClock > pSourcePlayer->laughCount && Chance(0x4000))
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{
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sfxPlay3DSound(pSourcePlayer->pSprite, gPlayerGibThingComments[Random(10)], 0, 2);
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pSourcePlayer->laughCount = PlayClock + 3600;
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}
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break;
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case kTrapMachinegun:
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seqSpawn(28, 3, pSprite->extra, -1);
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break;
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case kThingFluorescent:
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seqSpawn(12, 3, pSprite->extra, -1);
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GibSprite(pSprite, GIBTYPE_6, NULL, NULL);
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break;
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case kThingSpiderWeb:
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seqSpawn(15, 3, pSprite->extra, -1);
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break;
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case kThingMetalGrate:
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seqSpawn(21, 3, pSprite->extra, -1);
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GibSprite(pSprite, GIBTYPE_4, NULL, NULL);
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break;
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case kThingFlammableTree:
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switch (pXSprite->data1)
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{
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case -1:
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GibSprite(pSprite, GIBTYPE_14, NULL, NULL);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 312, pSprite->sectnum);
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actPostSprite(actor, kStatFree);
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break;
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case 0:
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seqSpawn(25, actor, nTreeToGibClient);
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sfxPlay3DSound(pSprite, 351, -1, 0);
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break;
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case 1:
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seqSpawn(26, 3, pSprite->extra, nTreeToGibClient);
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sfxPlay3DSound(pSprite, 351, -1, 0);
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break;
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}
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break;
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}
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}
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return damage;
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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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int actDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
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{
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auto pSprite = &actor->s();
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if (pSprite->flags & 32 || !actor->hasX())
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return 0;
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XSPRITE* pXSprite = &actor->x();
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if ((pXSprite->health == 0 && pSprite->statnum != kStatDude) || pXSprite->locked)
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return 0;
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if (source == nullptr) source = actor;
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PLAYER* pSourcePlayer = NULL;
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if (source->IsPlayerActor()) pSourcePlayer = &gPlayer[source->s().type - kDudePlayer1];
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if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pSourcePlayer, pSprite)) return 0;
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switch (pSprite->statnum)
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{
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case kStatDude:
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damage = actDamageDude(source, actor, damage, damageType);
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break;
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case kStatThing:
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damage = actDamageThing(source, actor, damage, damageType, pSourcePlayer);
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break;
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}
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return damage >> 4;
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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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void actHitcodeToData(int a1, HITINFO *pHitInfo, int *a3, spritetype **a4, XSPRITE **a5, int *a6, walltype **a7, XWALL **a8, int *a9, sectortype **a10, XSECTOR **a11)
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{
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assert(pHitInfo != NULL);
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@ -3895,7 +3942,7 @@ void actImpactMissile(spritetype *pMissile, int hitCode)
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DAMAGE_TYPE rand1 = (DAMAGE_TYPE)Random(7);
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int rand2 = (7 + Random(7)) << 4;
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int nDamage = actDamageSprite(nOwner, pSpriteHit, rand1, rand2);
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if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->at70[DAMAGE_TYPE_1] != 0))
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if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->damageVal[DAMAGE_TYPE_1] != 0))
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actBurnSprite(pMissile->owner, pXSpriteHit, 360);
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// by NoOne: make Life Leech heal user, just like it was in 1.0x versions
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@ -3987,7 +4034,7 @@ void actImpactMissile(spritetype *pMissile, int hitCode)
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sfxKill3DSound(pMissile, -1, -1);
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if ((hitCode == 3 && pSpriteHit) && (pThingInfo || pDudeInfo)) {
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int nOwner = pMissile->owner;
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if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->at70[DAMAGE_TYPE_1] != 0)) {
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if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->damageVal[DAMAGE_TYPE_1] != 0)) {
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if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && pXSpriteHit->burnTime == 0)
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evPost(nSpriteHit, 3, 0, kCallbackFXFlameLick);
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@ -7185,7 +7232,7 @@ void SerializeActor(FSerializer& arc)
|
|||
{
|
||||
for (int i = 0; i < kDudeMax - kDudeBase; i++)
|
||||
for (int j = 0; j < 7; j++)
|
||||
dudeInfo[i].at70[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
|
||||
dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -7206,5 +7253,10 @@ void actKillDude(int a1, spritetype* pSprite, DAMAGE_TYPE a3, int a4)
|
|||
actKillDude(&bloodActors[a1], &bloodActors[pSprite->index], a3, a4);
|
||||
}
|
||||
|
||||
int actDamageSprite(int nSource, spritetype* pSprite, DAMAGE_TYPE damageType, int damage)
|
||||
{
|
||||
return actDamageSprite(nSource == -1 ? nullptr : &bloodActors[nSource], &bloodActors[pSprite->index], damageType, damage);
|
||||
}
|
||||
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -92,7 +92,7 @@ bool isImmune(spritetype* pSprite, int dmgType, int minScale)
|
|||
else if (IsDudeSprite(pSprite))
|
||||
{
|
||||
if (IsPlayerSprite(pSprite)) return (gPlayer[pSprite->type - kDudePlayer1].godMode || gPlayer[pSprite->type - kDudePlayer1].damageControl[dmgType] <= minScale);
|
||||
else return (dudeInfo[pSprite->type - kDudeBase].at70[dmgType] <= minScale);
|
||||
else return (dudeInfo[pSprite->type - kDudeBase].damageVal[dmgType] <= minScale);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -878,19 +878,21 @@ void aiSetTarget(XSPRITE *pXSprite, int nTarget)
|
|||
}
|
||||
|
||||
|
||||
int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_TYPE nDmgType, int nDamage)
|
||||
int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage)
|
||||
{
|
||||
assert(nSource < kMaxSprites);
|
||||
auto pSprite = &actor->s();
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
|
||||
if (!pXSprite->health)
|
||||
return 0;
|
||||
auto actor = &bloodActors[pXSprite->reference];
|
||||
pXSprite->health = ClipLow(pXSprite->health - nDamage, 0);
|
||||
cumulDamage[pSprite->extra] += nDamage;
|
||||
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int nSprite = pXSprite->reference;
|
||||
if (nSource >= 0)
|
||||
if (source)
|
||||
{
|
||||
spritetype *pSource = &sprite[nSource];
|
||||
spritetype *pSource = &source->s();
|
||||
int nSource = pSource->index;
|
||||
if (pSprite == pSource)
|
||||
return 0;
|
||||
if (pXSprite->target == -1 || (nSource != pXSprite->target && Chance(pSprite->type == pSource->type ? nDamage*pDudeInfo->changeTargetKin : nDamage*pDudeInfo->changeTarget)))
|
||||
|
|
|
@ -88,7 +88,6 @@ struct TARGETTRACK {
|
|||
|
||||
extern const int dword_138BB0[5];
|
||||
extern DUDEEXTRA gDudeExtra[];
|
||||
extern int gDudeSlope[];
|
||||
|
||||
bool dudeIsPlayingSeq(spritetype *pSprite, int nSeq);
|
||||
void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4);
|
||||
|
@ -100,7 +99,7 @@ void aiMoveDodge(DBloodActor *actor);
|
|||
void aiActivateDude(DBloodActor *actor);
|
||||
void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z);
|
||||
void aiSetTarget(XSPRITE *pXSprite, int nTarget);
|
||||
int aiDamageSprite(spritetype *pSprite, XSPRITE *pXSprite, int nSource, DAMAGE_TYPE nDmgType, int nDamage);
|
||||
int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage);
|
||||
void aiThinkTarget(DBloodActor* actor);
|
||||
void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite);
|
||||
void aiProcessDudes(void);
|
||||
|
|
|
@ -46,10 +46,20 @@ public:
|
|||
|
||||
DBloodActor* GetOwner()
|
||||
{
|
||||
if (s().owner == -1) return nullptr;
|
||||
if (s().owner == -1 || s().owner == kMaxSprites-1) return nullptr;
|
||||
return base() + s().owner;
|
||||
}
|
||||
|
||||
void SetSpecialOwner() // nnext hackery
|
||||
{
|
||||
s().owner = kMaxSprites - 1;
|
||||
}
|
||||
|
||||
bool GetSpecialOwner()
|
||||
{
|
||||
return (s().owner == kMaxSprites - 1);
|
||||
}
|
||||
|
||||
bool IsPlayerActor()
|
||||
{
|
||||
return s().type >= kDudePlayer1 && s().type <= kDudePlayer8;
|
||||
|
|
|
@ -49,7 +49,7 @@ struct DUDEINFO {
|
|||
int angSpeed; // turn speed
|
||||
int nGibType[3]; // which gib used when explode dude
|
||||
int startDamage[7]; // start damage shift
|
||||
int at70[7]; // real damage? Hmm?
|
||||
int damageVal[7]; // real damage? Hmm?
|
||||
int at8c; // unused ?
|
||||
int at90; // unused ?
|
||||
};
|
||||
|
|
|
@ -126,7 +126,7 @@ bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale) {
|
|||
else if (IsDudeSprite(pSprite)) {
|
||||
if (IsPlayerSprite(pSprite)) return (gPlayer[pSprite->type - kDudePlayer1].damageControl[dmgType]);
|
||||
else if (pSprite->type == kDudeModernCustom) return (gGenDudeExtra[pSprite->index].dmgControl[dmgType] <= minScale);
|
||||
else return (getDudeInfo(pSprite->type)->at70[dmgType] <= minScale);
|
||||
else return (getDudeInfo(pSprite->type)->damageVal[dmgType] <= minScale);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2335,11 +2335,11 @@ void useSpriteDamager(XSPRITE* pXSource, spritetype* pSprite) {
|
|||
|
||||
}
|
||||
else if (!pPlayer) actKillDude(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
|
||||
else playerDamageSprite(pSource->index, pPlayer, (DAMAGE_TYPE)dmgType, dmg);
|
||||
else playerDamageSprite(&bloodActors[pSource->index], pPlayer, (DAMAGE_TYPE)dmgType, dmg);
|
||||
}
|
||||
else if ((pXSprite->health = ClipLow(pXSprite->health - dmg, 1)) > 16) return;
|
||||
else if (!pPlayer) actKillDude(pSource->index, pSprite, DAMAGE_TYPE_2, dmg);
|
||||
else playerDamageSprite(pSource->index, pPlayer, DAMAGE_TYPE_2, dmg);
|
||||
else playerDamageSprite(&bloodActors[pSource->index], pPlayer, DAMAGE_TYPE_2, dmg);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -581,7 +581,7 @@ void playerSetRace(PLAYER *pPlayer, int nLifeMode)
|
|||
pPlayer->pSprite->clipdist = pDudeInfo->clipdist;
|
||||
|
||||
for (int i = 0; i < 7; i++)
|
||||
pDudeInfo->at70[i] = MulScale(Handicap[gSkill], pDudeInfo->startDamage[i], 8);
|
||||
pDudeInfo->damageVal[i] = MulScale(Handicap[gSkill], pDudeInfo->startDamage[i], 8);
|
||||
}
|
||||
|
||||
void playerSetGodMode(PLAYER *pPlayer, bool bGodMode)
|
||||
|
@ -1882,9 +1882,9 @@ spritetype *flagDropped(PLAYER *pPlayer, int a2)
|
|||
return pSprite;
|
||||
}
|
||||
|
||||
int playerDamageSprite(int nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage)
|
||||
int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage)
|
||||
{
|
||||
assert(nSource < kMaxSprites);
|
||||
int nSource = source ? source->s().index : -1;
|
||||
assert(pPlayer != NULL);
|
||||
if (pPlayer->damageControl[nDamageType] || pPlayer->godMode)
|
||||
return 0;
|
||||
|
@ -2115,7 +2115,7 @@ void PlayerKneelsOver(int, DBloodActor* actor)
|
|||
if (gPlayer[p].pXSprite == pXSprite)
|
||||
{
|
||||
PLAYER *pPlayer = &gPlayer[p];
|
||||
playerDamageSprite(pPlayer->fraggerId, pPlayer, DAMAGE_TYPE_5, 500<<4);
|
||||
playerDamageSprite(pPlayer->fragger(), pPlayer, DAMAGE_TYPE_5, 500<<4);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -274,7 +274,7 @@ void playerFrag(PLAYER *pKiller, PLAYER *pVictim);
|
|||
void FragPlayer(PLAYER *pPlayer, int nSprite);
|
||||
int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage);
|
||||
spritetype *flagDropped(PLAYER *pPlayer, int a2);
|
||||
int playerDamageSprite(int nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage);
|
||||
int playerDamageSprite(DBloodActor* nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage);
|
||||
int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec);
|
||||
void voodooTarget(PLAYER *pPlayer);
|
||||
void playerLandingSound(PLAYER *pPlayer);
|
||||
|
|
Loading…
Reference in a new issue