- Updated many functions.
- Added A_KillTarget(damagetype, int flags). - Added A_KillTracer(damagetype, int flags). - Added A_RemoveTarget. - Added A_RemoveTracer. A_Kill (Master/Target/Tracer/Children/Siblings): - KILS_FOILINVUL: foils invulnerability. - KILS_KILLMISSILES: destroys projectiles. Does not work on invulnerable projectiles without KILS_FOILINVUL, and doesn't work at all on missiles with NODAMAGE flag. - KILS_NOMONSTERS: actors that are monsters will not be killed. A_Damage (Self/Target/Master/Tracer/Children/Siblings): - DMSS_FOILINVUL: foils invulnerability. - DMSS_AFFECTARMOR: damages the actor's armor instead of bypassing it entirely. - DMSS_KILL: damages the actor by its remaining health (useful for modular DECORATE programming). - Added A_SpawnItemEx flags: - SXF_SETTARGET: sets the calling actor as the target. - SXF_SETTRACER: sets the calling actor as the tracer. Both of these functions take priority similar to SXF_SETMASTER over SXF_TRANSFERPOINTERS.
This commit is contained in:
parent
5b71ce6dcb
commit
0735cb9550
3 changed files with 342 additions and 55 deletions
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@ -1765,6 +1765,8 @@ enum SIX_Flags
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SIXF_TRANSFERSTENCILCOL = 1 << 17,
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SIXF_TRANSFERALPHA = 1 << 18,
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SIXF_TRANSFERRENDERSTYLE = 1 << 19,
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SIXF_SETTARGET = 1 << 20,
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SIXF_SETTRACER = 1 << 21,
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};
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static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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@ -1827,7 +1829,6 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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{
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// If this is a monster transfer all friendliness information
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mo->CopyFriendliness(originator, true);
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if (flags & SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
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}
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else if (originator->player)
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{
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@ -1857,6 +1858,14 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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{
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mo->master = originator;
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}
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if (flags & SIXF_SETTARGET)
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{
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mo->target = originator;
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}
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if (flags & SIXF_SETTRACER)
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{
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mo->tracer = originator;
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}
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if (flags & SIXF_TRANSFERSCALE)
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{
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mo->scaleX = self->scaleX;
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@ -2666,31 +2675,60 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
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}
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enum KILS
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{
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KILS_FOILINVUL = 1 << 0,
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KILS_KILLMISSILES = 1 << 1,
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KILS_NOMONSTERS = 1 << 2,
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};
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//===========================================================================
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//
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// A_KillMaster
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// A_KillMaster(damagetype, int flags)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_NAME(damagetype, 0);
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ACTION_PARAM_INT(flags, 1);
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if (self->master != NULL)
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{
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P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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if ((self->master->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
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{
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//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
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//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
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//since that's the whole point of it.
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if ((!(self->master->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->master->flags5 & MF5_NODAMAGE))
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{
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P_ExplodeMissile(self->master, NULL, NULL);
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}
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}
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if (!(flags & KILS_NOMONSTERS))
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{
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if (flags & KILS_FOILINVUL)
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{
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P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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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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// A_KillChildren
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// A_KillChildren(damagetype, int flags)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_NAME(damagetype, 0);
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ACTION_PARAM_INT(flags, 1);
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TThinkerIterator<AActor> it;
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AActor *mo;
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@ -2699,20 +2737,38 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
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{
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if (mo->master == self)
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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if ((mo->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
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{
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if ((!(mo->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(mo->flags5 & MF5_NODAMAGE))
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{
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P_ExplodeMissile(mo, NULL, NULL);
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}
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}
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if (!(flags & KILS_NOMONSTERS))
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{
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if (flags & KILS_FOILINVUL)
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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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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//
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// A_KillSiblings
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// A_KillSiblings(damagetype, int flags)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_NAME(damagetype, 0);
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ACTION_PARAM_INT(flags, 1);
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TThinkerIterator<AActor> it;
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AActor *mo;
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@ -2723,7 +2779,24 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
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{
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if (mo->master == self->master && mo != self)
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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if ((mo->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
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{
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if ((!(mo->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(mo->flags5 & MF5_NODAMAGE))
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{
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P_ExplodeMissile(mo, NULL, NULL);
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}
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}
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if (!(flags & KILS_NOMONSTERS))
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{
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if (flags & KILS_FOILINVUL)
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
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}
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}
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}
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}
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}
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@ -3537,24 +3610,47 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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ACTION_JUMP(jump);
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}
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enum DMSS
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{
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DMSS_FOILINVUL = 1,
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DMSS_AFFECTARMOR = 2,
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DMSS_KILL = 4,
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};
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//===========================================================================
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//
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// A_DamageMaster (int amount, str damagetype)
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// A_DamageMaster (int amount, str damagetype, int flags)
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// Damages the master of this child by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->master != NULL)
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{
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if (amount > 0)
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
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if (!(self->master->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(self->master, self, self, self->master->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(self->master, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->master, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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}
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else if (amount < 0)
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{
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@ -3566,7 +3662,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
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//===========================================================================
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//
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// A_DamageChildren (amount, str damagetype)
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// A_DamageChildren (amount, str damagetype, int flags)
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// Damages the children of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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@ -3575,17 +3671,32 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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while ( (mo = it.Next()) )
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{
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if (mo->master == self)
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{
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if (amount > 0)
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if ((amount > 0) || (flags & DMSS_KILL)) //Bypass if kill flag is present; it won't matter. It intends to kill them.
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
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if (!(mo->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(mo, self, self, mo->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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}
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else if (amount < 0)
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{
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@ -3600,7 +3711,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
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//===========================================================================
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//
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// A_DamageSiblings (int amount, str damagetype)
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// A_DamageSiblings (int amount, str damagetype, int flags)
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// Damages the siblings of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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@ -3609,24 +3720,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->master != NULL)
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{
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while ( (mo = it.Next()) )
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while ((mo = it.Next()))
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{
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if (mo->master == self->master && mo != self)
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{
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if (amount > 0)
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(mo, amount);
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if (!(mo->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(mo, self, self, mo->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(mo, amount);
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}
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}
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}
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}
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@ -5005,45 +5131,75 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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//===========================================================================
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//
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// A_DamageSelf (int amount, str damagetype)
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// A_DamageSelf (int amount, str damagetype, int flags)
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// Damages the calling actor by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (amount > 0)
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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if (!(self->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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P_DamageMobj(self, self, self, amount, DamageType, DMG_NO_ARMOR);
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self, amount);
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(self, self, self, self->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(self, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
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P_DamageMobj(self, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self, amount);
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}
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}
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//===========================================================================
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//
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// A_DamageTarget (int amount, str damagetype)
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// A_DamageTarget (int amount, str damagetype, int flags)
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// Damages the target of the actor by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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ACTION_PARAM_INT(flags, 2);
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if (self->target != NULL)
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{
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if (amount > 0)
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if ((amount > 0) || (flags & DMSS_KILL))
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{
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P_DamageMobj(self->target, self, self, amount, DamageType, DMG_NO_ARMOR);
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if (!(self->target->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
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{
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if (flags & DMSS_KILL)
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{
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P_DamageMobj(self->target, self, self, self->target->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
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}
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if (flags & DMSS_AFFECTARMOR)
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{
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P_DamageMobj(self->target, self, self, amount, DamageType, DMG_FOILINVUL);
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}
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else
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{
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P_DamageMobj(self->target, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
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}
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}
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}
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else if (amount < 0)
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{
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@ -5055,22 +5211,37 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
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//===========================================================================
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//
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// A_DamageTracer (int amount, str damagetype)
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// A_DamageTracer (int amount, str damagetype, int flags)
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// Damages the tracer of the actor by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(amount, 0);
|
||||
ACTION_PARAM_NAME(DamageType, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
|
||||
if (self->target != NULL)
|
||||
{
|
||||
|
||||
if (amount > 0)
|
||||
if ((amount > 0) || (flags & DMSS_KILL))
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_NO_ARMOR);
|
||||
if (!(self->tracer->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
|
||||
{
|
||||
if (flags & DMSS_KILL)
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, self->tracer->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
|
||||
}
|
||||
if (flags & DMSS_AFFECTARMOR)
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (amount < 0)
|
||||
{
|
||||
|
|
@ -5078,4 +5249,104 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
|
|||
P_GiveBody(self->tracer, amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_KillTarget(damagetype, int flags)
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_NAME(damagetype, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
|
||||
if (self->target != NULL)
|
||||
{
|
||||
if ((self->target->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
|
||||
{
|
||||
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
|
||||
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
|
||||
//since that's the whole point of it.
|
||||
if ((!(self->target->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->target->flags5 & MF5_NODAMAGE))
|
||||
{
|
||||
P_ExplodeMissile(self->target, NULL, NULL);
|
||||
}
|
||||
}
|
||||
if (!(flags & KILS_NOMONSTERS))
|
||||
{
|
||||
if (flags & KILS_FOILINVUL)
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, self->target->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(self->target, self, self, self->target->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_KillTracer(damagetype, int flags)
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_NAME(damagetype, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
|
||||
if (self->tracer != NULL)
|
||||
{
|
||||
if ((self->tracer->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
|
||||
{
|
||||
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
|
||||
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
|
||||
//since that's the whole point of it.
|
||||
if ((!(self->tracer->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(self->tracer->flags5 & MF5_NODAMAGE))
|
||||
{
|
||||
P_ExplodeMissile(self->tracer, NULL, NULL);
|
||||
}
|
||||
}
|
||||
if (!(flags & KILS_NOMONSTERS))
|
||||
{
|
||||
if (flags & KILS_FOILINVUL)
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, self->tracer->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_DamageMobj(self->tracer, self, self, self->tracer->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_RemoveTarget
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTarget)
|
||||
{
|
||||
if (self->target != NULL)
|
||||
{
|
||||
P_RemoveThing(self->target);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_RemoveTracer
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTracer)
|
||||
{
|
||||
if (self->tracer != NULL)
|
||||
{
|
||||
P_RemoveThing(self->tracer);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue