Added APROP_DamageMultiply

- Used with Set/GetActorProperty, adds a generic multiplier for damage a
source deals.
This commit is contained in:
Edward Richardson 2014-11-20 18:57:40 +13:00
commit 99b2cfa147
5 changed files with 27 additions and 5 deletions

View file

@ -313,8 +313,16 @@ void AActor::Serialize (FArchive &arc)
}
arc << lastpush << lastbump
<< PainThreshold
<< DamageFactor
<< WeaveIndexXY << WeaveIndexZ
<< DamageFactor;
if (SaveVersion >= 4516)
{
arc << DamageMultiply;
}
else
{
DamageMultiply = FRACUNIT;
}
arc << WeaveIndexXY << WeaveIndexZ
<< PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner
<< PoisonDamage << PoisonDuration << PoisonPeriod;
if (SaveVersion >= 3235)
@ -3868,6 +3876,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
if (G_SkillProperty(SKILLP_FastMonsters))
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
actor->DamageMultiply = FRACUNIT;
// set subsector and/or block links