- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.

- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
This commit is contained in:
Christoph Oelckers 2016-03-22 00:06:58 +01:00
commit 4155e84a1c
24 changed files with 133 additions and 121 deletions

View file

@ -1046,7 +1046,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (player && damage > 1)
{
// Take half damage in trainer mode
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
damage = int(damage * G_SkillProperty(SKILLP_DamageFactor));
}
// Special damage types
if (inflictor)
@ -1091,11 +1091,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
}
if (damage > 0 && !(flags & DMG_NO_FACTOR))
{
damage = FixedMul(damage, target->DamageFactor);
if (damage > 0)
{
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->DamageFactors);
}
damage = target->ApplyDamageFactor(mod, damage);
}
if (damage >= 0)
@ -1721,18 +1717,15 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
return;
}
// Take half damage in trainer mode
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
damage = int(damage * G_SkillProperty(SKILLP_DamageFactor));
// Handle passive damage modifiers (e.g. PowerProtection)
if (target->Inventory != NULL)
{
target->Inventory->ModifyDamage(damage, player->poisontype, damage, true);
}
// Modify with damage factors
damage = FixedMul(damage, target->DamageFactor);
if (damage > 0)
{
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, player->poisontype, target->GetClass()->DamageFactors);
}
damage = target->ApplyDamageFactor(player->poisontype, damage);
if (damage <= 0)
{ // Damage was reduced to 0, so don't bother further.
return;