- actRadiusDamage

This commit is contained in:
Christoph Oelckers 2021-11-24 00:49:29 +01:00
parent 3d336c13ac
commit e172d0c138
2 changed files with 8 additions and 8 deletions

View file

@ -2645,11 +2645,11 @@ int actFloorBounceVector(int* x, int* y, int* z, sectortype* pSector, int a5)
//
//---------------------------------------------------------------------------
void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
{
auto pOwner = source->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(&sector[nSector], x, y, nDist, nullptr, newSectCheckMethod);
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, nDist, nullptr, newSectCheckMethod);
nDist <<= 4;
if (flags & 2)
{
@ -2663,7 +2663,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
{
if (pSprite2->flags & 0x20) continue;
if (!CheckSector(sectorMap, pSprite2)) continue;
if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
if (!CheckProximity(act2, x, y, z, sectnum(pSector), nDist)) continue;
int dx = abs(x - pSprite2->x);
int dy = abs(y - pSprite2->y);
@ -2690,7 +2690,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
if (pSprite2->flags & 0x20) continue;
if (!CheckSector(sectorMap, pSprite2)) continue;
if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
if (!CheckProximity(act2, x, y, z, sectnum(pSector), nDist)) continue;
XSPRITE* pXSprite2 = &act2->x();
if (pXSprite2->locked) continue;
@ -2727,7 +2727,7 @@ static void actNapalmMove(DBloodActor* actor)
if (Chance(0x8000)) pSprite->cstat |= 4;
sfxPlay3DSound(actor, 303, 24 + (pSprite->flags & 3), 1);
actRadiusDamage(pOwner, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128, 0, 60, kDamageExplode, 15, 120);
actRadiusDamage(pOwner, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 128, 0, 60, kDamageExplode, 15, 120);
if (pXSprite->data4 > 1)
{
@ -4006,7 +4006,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
actBurnSprite(missileOwner, actorHit, 480);
actRadiusDamage(missileOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sectnum, 16, 20, 10, kDamageBullet, 6, 480);
actRadiusDamage(missileOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sector(), 16, 20, 10, kDamageBullet, 6, 480);
// by NoOne: allow additional bullet damage for Flare Gun
if (gGameOptions.weaponsV10x && !VanillaMode())
@ -5823,7 +5823,7 @@ static void actCheckThings()
case kThingPodGreenBall:
if (hit.type == kHitSector)
{
actRadiusDamage(actor->GetOwner(), pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 200, 1, 20, kDamageExplode, 6, 0);
actRadiusDamage(actor->GetOwner(), pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 200, 1, 20, kDamageExplode, 6, 0);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
else if (hit.type == kHitSprite)

View file

@ -125,7 +125,7 @@ void sub_70284(int, DBloodActor* actor)
nDist = 75;
break;
}
actRadiusDamage(actor, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
actRadiusDamage(actor, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
}
static void aiPodSearch(DBloodActor* actor)