- added Xaser's submission for no impact damage from blasting.
SVN r3693 (trunk)
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ff25785781
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37d9519673
5 changed files with 23 additions and 8 deletions
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@ -776,6 +776,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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}
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}
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enum
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{
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RTF_AFFECTSOURCE = 1,
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RTF_NOIMPACTDAMAGE = 2,
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};
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//==========================================================================
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//
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// A_RadiusThrust
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@ -787,9 +793,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(force, 0);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_BOOL(affectSource, 2);
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ACTION_PARAM_INT(thrustFlags, 2);
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ACTION_PARAM_INT(fullthrustdistance, 3);
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bool affectSource = !!(thrustFlags & RTF_AFFECTSOURCE);
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bool noimpactdamage = !!(thrustFlags & RTF_NOIMPACTDAMAGE);
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bool sourcenothrust = false;
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if (force <= 0) force = 128;
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@ -803,7 +812,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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}
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int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance);
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance, noimpactdamage);
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P_CheckSplash(self, distance << FRACBITS);
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if (sourcenothrust)
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