- More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
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parent
914d993aa1
commit
238d4c3fac
34 changed files with 562 additions and 108 deletions
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@ -1017,13 +1017,12 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
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}
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if (damage == -1)
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{
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return;
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}
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// Push the target unless the source's weapon's kickback is 0.
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// (i.e. Guantlets/Chainsaw)
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// (i.e. Gauntlets/Chainsaw)
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if (inflictor && inflictor != target // [RH] Not if hurting own self
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&& !(target->flags & MF_NOCLIP)
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&& !(inflictor->flags2 & MF2_NODMGTHRUST)
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@ -1047,13 +1046,13 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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// Calculate this as float to avoid overflows so that the
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// clamping that had to be done here can be removed.
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double fltthrust;
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double fltthrust;
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fltthrust = mod == NAME_MDK ? 10 : 32;
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if (target->Mass > 0)
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{
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fltthrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., fltthrust);
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}
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fltthrust = mod == NAME_MDK ? 10 : 32;
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if (target->Mass > 0)
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{
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fltthrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., fltthrust);
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}
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thrust = FLOAT2FIXED(fltthrust);
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