- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions

can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

SVN r4012 (trunk)
This commit is contained in:
Randy Heit 2013-01-02 04:39:59 +00:00
commit 549712e719
26 changed files with 148 additions and 136 deletions

View file

@ -888,7 +888,9 @@ static inline bool MustForcePain(AActor *target, AActor *inflictor)
}
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
// Returns the amount of damage actually inflicted upon the target, or -1 if
// the damage was cancelled.
int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
{
unsigned ang;
player_t *player = NULL;
@ -901,7 +903,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
{ // Shouldn't happen
return;
return -1;
}
// Spectral targets only take damage from spectral projectiles.
@ -909,14 +911,14 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
{
return;
return -1;
}
}
if (target->health <= 0)
{
if (inflictor && mod == NAME_Ice)
{
return;
return -1;
}
else if (target->flags & MF_ICECORPSE) // frozen
{
@ -924,7 +926,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
target->flags6 |= MF6_SHATTERING;
target->velx = target->vely = target->velz = 0;
}
return;
return -1;
}
if ((target->flags2 & MF2_INVULNERABLE) && damage < TELEFRAG_DAMAGE && !(flags & DMG_FORCED))
{ // actor is invulnerable
@ -932,7 +934,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{
if (inflictor == NULL || !(inflictor->flags3 & MF3_FOILINVUL))
{
return;
return -1;
}
}
else
@ -940,7 +942,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
// Players are optionally excluded from getting thrust by damage.
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
{
return;
return -1;
}
}
@ -968,7 +970,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (target->flags2 & MF2_DORMANT)
{
// Invulnerable, and won't wake up
return;
return -1;
}
player = target->player;
if (player && damage > 1 && damage < TELEFRAG_DAMAGE)
@ -984,19 +986,19 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (player != NULL)
{
if (!deathmatch && inflictor->FriendPlayer > 0)
return;
return -1;
}
else if (target->flags4 & MF4_SPECTRAL)
{
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
return;
return -1;
}
}
damage = inflictor->DoSpecialDamage (target, damage, mod);
if (damage == -1)
{
return;
return -1;
}
}
// Handle active damage modifiers (e.g. PowerDamage)
@ -1010,7 +1012,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{
goto dopain;
}
return;
return -1;
}
}
// Handle passive damage modifiers (e.g. PowerProtection)
@ -1024,7 +1026,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{
goto dopain;
}
return;
return -1;
}
}
@ -1041,7 +1043,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{
goto dopain;
}
return;
return -1;
}
}
@ -1049,7 +1051,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
}
if (damage == -1)
{
return;
return -1;
}
// Push the target unless the source's weapon's kickback is 0.
// (i.e. Gauntlets/Chainsaw)
@ -1133,7 +1135,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{ // Still allow telefragging :-(
damage = (int)((float)damage * level.teamdamage);
if (damage <= 0)
return;
return damage;
}
}
@ -1162,7 +1164,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE)))
{ // player is invulnerable, so don't hurt him
return;
return -1;
}
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
@ -1173,12 +1175,12 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (damage <= 0)
{
// If MF6_FORCEPAIN is set, make the player enter the pain state.
if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS))
{
goto dopain;
}
return;
if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS))
{
goto dopain;
}
return damage;
}
}
@ -1237,7 +1239,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
damage = newdam;
if (damage <= 0)
{
return;
return damage;
}
}
@ -1296,7 +1298,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
}
}
target->Die (source, inflictor, flags);
return;
return damage;
}
woundstate = target->FindState(NAME_Wound, mod);
@ -1307,7 +1309,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (target->health <= woundhealth)
{
target->SetState (woundstate);
return;
return damage;
}
}
@ -1401,6 +1403,8 @@ dopain:
// killough 11/98: Don't attack a friend, unless hit by that friend.
if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target)))
target->flags |= MF_JUSTHIT; // fight back!
return damage;
}
void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type)