- Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE

and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
  them telling P_RadiusAttack() that the target is the source.

SVN r3860 (trunk)
This commit is contained in:
Randy Heit 2012-08-30 04:01:50 +00:00
commit 6a91335841
15 changed files with 60 additions and 36 deletions

View file

@ -727,12 +727,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
//
//==========================================================================
enum
{
XF_HURTSOURCE = 1,
XF_NOTMISSILE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
ACTION_PARAM_START(8);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_BOOL(hurtSource, 2);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_BOOL(alert, 3);
ACTION_PARAM_INT(fulldmgdistance, 4);
ACTION_PARAM_INT(nails, 5);
@ -743,7 +749,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
flags = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
alert = false;
}
else
@ -766,7 +772,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
}
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
P_CheckSplash(self, distance<<FRACBITS);
if (alert && self->target != NULL && self->target->player != NULL)
{
@ -775,43 +781,41 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
}
}
enum
{
RTF_AFFECTSOURCE = 1,
RTF_NOIMPACTDAMAGE = 2,
};
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
enum
{
RTF_AFFECTSOURCE = 1,
RTF_NOIMPACTDAMAGE = 2,
RTF_NOTMISSILE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(force, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_INT(thrustFlags, 2);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(fullthrustdistance, 3);
bool affectSource = !!(thrustFlags & RTF_AFFECTSOURCE);
bool noimpactdamage = !!(thrustFlags & RTF_NOIMPACTDAMAGE);
bool sourcenothrust = false;
if (force <= 0) force = 128;
if (distance <= 0) distance = force;
// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
if (self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
if (!(flags & RTF_NOTMISSILE) && self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
{
sourcenothrust = true;
self->target->flags2 &= ~MF2_NODMGTHRUST;
}
int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance, noimpactdamage);
P_RadiusAttack (self, self->target, force, distance, self->DamageType, flags | RADF_NODAMAGE, fullthrustdistance);
P_CheckSplash(self, distance << FRACBITS);
if (sourcenothrust)