Added WorldThingDamaged hook

This commit is contained in:
ZZYZX 2017-01-31 04:35:44 +02:00
commit 89c475c2d1
4 changed files with 72 additions and 23 deletions

View file

@ -1597,7 +1597,12 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
PARAM_NAME(mod);
PARAM_INT_DEF(flags);
PARAM_FLOAT_DEF(angle);
ACTION_RETURN_INT(DamageMobj(self, inflictor, source, damage, mod, flags, angle));
// [ZZ] event handlers need the result.
int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle);
if (!realdamage) ACTION_RETURN_INT(0);
E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
ACTION_RETURN_INT(realdamage);
}
int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
@ -1611,7 +1616,14 @@ int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage,
GlobalVMStack.Call(func, params, 7, &ret, 1, nullptr);
return retval;
}
else return DamageMobj(target, inflictor, source, damage, mod, flags, angle);
else
{
int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle);
if (!realdamage) return 0;
// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
return realdamage;
}
}