Added damage and thrust multipliers to quakes.

These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
This commit is contained in:
inkoalawetrust 2023-01-08 07:20:26 +02:00 committed by Rachael Alexanderson
commit a38b151940
6 changed files with 24 additions and 15 deletions

View file

@ -52,7 +52,7 @@ IMPLEMENT_POINTERS_END
void DEarthquake::Construct(AActor *center, double intensityX, double intensityY, double intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
double rollIntensity, double rollWave)
double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier)
{
m_QuakeSFX = quakesound;
m_Spot = center;
@ -69,6 +69,8 @@ void DEarthquake::Construct(AActor *center, double intensityX, double intensityY
m_MiniCount = highpoint;
m_RollIntensity = rollIntensity;
m_RollWave = rollWave;
m_DamageMultiplier = damageMultiplier;
m_ThrustMultiplier = thrustMultiplier;
}
//==========================================================================
@ -94,13 +96,15 @@ void DEarthquake::Serialize(FSerializer &arc)
("minicount", m_MiniCount)
("rollintensity", m_RollIntensity)
("rollwave", m_RollWave);
("damagemultiplier", m_DamageMultiplier);
("thrustmultiplier", m_ThrustMultiplier);
}
//==========================================================================
//
// DEarthquake :: Tick
//
// Deals damage to any players near the earthquake and makes sure it's
// Deals damage to any actors near the earthquake and makes sure it's
// making noise.
//
//==========================================================================
@ -186,7 +190,7 @@ void DEarthquake::DoQuakeDamage(DEarthquake *quake, AActor *victim, bool falloff
{
if (!(quake->m_Flags & QF_SHAKEONLY) && pr_quake() < 50)
{
damage = falloff ? pr_quake.HitDice(1) * GetFalloff(dist, m_DamageRadius) : pr_quake.HitDice(1);
damage = falloff ? pr_quake.HitDice(1) * GetFalloff(dist, m_DamageRadius) * m_DamageMultiplier : pr_quake.HitDice(1) * m_DamageMultiplier;
damage = damage < 1 ? 1 : damage; //Do at least a tiny bit of damage when in radius.
P_DamageMobj(victim, NULL, NULL, damage, NAME_Quake);
@ -195,8 +199,8 @@ void DEarthquake::DoQuakeDamage(DEarthquake *quake, AActor *victim, bool falloff
if (!(victim->flags7 & MF7_DONTTHRUST))
{
DAngle an = victim->Angles.Yaw + DAngle::fromDeg(pr_quake());
victim->Vel.X += m_Intensity.X * an.Cos() * 0.5 * thrustfalloff;
victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5 * thrustfalloff;
victim->Vel.X += m_Intensity.X * an.Cos() * m_ThrustMultiplier * thrustfalloff;
victim->Vel.Y += m_Intensity.Y * an.Sin() * m_ThrustMultiplier * thrustfalloff;
}
}
return;
@ -420,7 +424,7 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak
bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double intensityX, double intensityY, double intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
double rollIntensity, double rollWave)
double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier)
{
AActor *center;
bool res = false;
@ -434,7 +438,7 @@ bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double int
if (activator != NULL)
{
Level->CreateThinker<DEarthquake>(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave, damageMultiplier, thrustMultiplier);
return true;
}
}
@ -445,7 +449,7 @@ bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double int
{
res = true;
Level->CreateThinker<DEarthquake>(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave, damageMultiplier, thrustMultiplier);
}
}
@ -454,5 +458,5 @@ bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double int
bool P_StartQuake(FLevelLocals *Level, AActor *activator, int tid, double intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
{ //Maintains original behavior by passing 0 to intensityZ, flags, and everything else after QSFX.
return P_StartQuakeXYZ(Level, activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0);
return P_StartQuakeXYZ(Level, activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}