Added DMG_EXPLOSION flag.
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
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c988a0b3a4
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1210e1a951
4 changed files with 5 additions and 3 deletions
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@ -6177,7 +6177,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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{
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//[MC] Don't count actors saved by buddha if already at 1 health.
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int prehealth = thing->health;
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newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
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newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod, DMG_EXPLOSION);
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if (thing->health < prehealth) count++;
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}
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else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
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@ -6229,7 +6229,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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{ // OK to damage; target is in direct path
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//[MC] Don't count actors saved by buddha if already at 1 health.
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int prehealth = thing->health;
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int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
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int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod, DMG_EXPLOSION);
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P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
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if (thing->health < prehealth) count++;
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}
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