A_Explode now returns the number of actors damaged and can be used in expressions.

- Enemies that do not take damage in any way are not counted.
This commit is contained in:
Major Cooke 2016-08-08 13:01:43 -05:00 committed by Christoph Oelckers
commit ec14dd94a7
5 changed files with 29 additions and 18 deletions

View file

@ -948,7 +948,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
bool forcedPain = false;
int fakeDamage = 0;
int holdDamage = 0;
const int rawdamage = damage;
const int rawdamage = damage;
const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE);
if (damage < 0) damage = 0;
@ -962,7 +963,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
forcedPain = (MustForcePain(target, inflictor));
// Spectral targets only take damage from spectral projectiles.
if (target->flags4 & MF4_SPECTRAL && damage < TELEFRAG_DAMAGE)
if (target->flags4 & MF4_SPECTRAL && !telefragDamage)
{
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
{
@ -987,7 +988,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// different here. At any rate, invulnerable is being checked before type factoring, which is then being
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
if ((target->flags2 & MF2_INVULNERABLE) && (rawdamage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
if ((target->flags2 & MF2_INVULNERABLE) && !telefragDamage && (!(flags & DMG_FORCED)))
{ // actor is invulnerable
if (target->player == NULL)
{
@ -1046,7 +1047,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
return -1;
}
if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
{
if (player && damage > 1)
{
@ -1214,19 +1215,19 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
target->IsTeammate (source))
{
//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
if (rawdamage < TELEFRAG_DAMAGE || (target->flags7 & MF7_LAXTELEFRAGDMG))
if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG))
{ // Still allow telefragging :-(
damage = (int)(damage * level.teamdamage);
if (damage < 0)
{
return damage;
}
}
else if (damage == 0)
{
if (forcedPain)
{
goto dopain;
}
}
else if (fakedPain)
{
goto fakepain;
@ -1256,7 +1257,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_FORCED))
{
// check the real player, not a voodoo doll here for invulnerability effects
if ((rawdamage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
if ((!telefragDamage && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) ||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
@ -1281,7 +1282,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{
player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
}
if ((rawdamage < TELEFRAG_DAMAGE) || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
if (!telefragDamage || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
{
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
damage = newdam;
@ -1306,7 +1307,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
}
}
if (damage >= player->health && rawdamage < TELEFRAG_DAMAGE
if (damage >= player->health && !telefragDamage
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
&& !player->morphTics)
{ // Try to use some inventory health
@ -1330,7 +1331,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead.
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (rawdamage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
{
// If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1;
@ -1395,7 +1396,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (target->health <= 0)
{
//[MC]Buddha flag for monsters.
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (rawdamage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && !telefragDamage && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
{ //FOILBUDDHA or Telefrag damage must kill it.
target->health = 1;
}