- 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)
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60fb004a78
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26 changed files with 148 additions and 136 deletions
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@ -315,8 +315,8 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
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{
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int damage = pr_camelee.HitDice(MeleeDamage);
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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else if (domissile && MissileType != NULL)
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{
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@ -1119,8 +1119,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
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if (self->CheckMeleeRange ())
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{
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, DamageType);
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if (bleed) P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, DamageType);
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if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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else
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{
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@ -1151,8 +1151,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
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{
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if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, DamageType);
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if (bleed) P_TraceBleed (damage, self->target, self);
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int newdam = P_DamageMobj (self->target, self, self, damage, DamageType);
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if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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else if (ti)
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{
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@ -4053,11 +4053,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
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damage >>= 2;
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if (damage)
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{
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P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
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int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
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if (spawnblood)
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{
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P_SpawnBlood(dx, dy, dz, angle, damage, self->target);
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P_TraceBleed(damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0);
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P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target);
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P_TraceBleed(newdam > 0 ? newdam : damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0);
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}
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}
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}
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