forked from Mirrors/openclonk
make IsProjectileTarget default to true for living beings
..which eliminates the || GetOCF() & OCF_Alive everywhere. It also allows living things to explicitely disable being projectile targets. This is a lot cleaner imo.shapetextures
parent
5a9a851ec9
commit
9d947c7fb2
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@ -314,7 +314,7 @@ func CheckStrike(iTime)
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Find_Exclude(Contained()),
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Find_Layer(GetObjectLayer())))
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{
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if (obj->~IsProjectileTarget(this, Contained()) || obj->GetOCF() & OCF_Alive)
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if (obj->~IsProjectileTarget(this, Contained()))
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{
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var effect_name=Format("HasBeenHitByAxeEffect%d", magic_number);
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var axe_name=Format("HasBeenHitByAxe%d", this->ObjectNumber());
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@ -198,7 +198,7 @@ func CheckStrike(iTime)
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Find_Exclude(Contained()),
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Find_Layer(GetObjectLayer())))
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{
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if (obj->~IsProjectileTarget(this, Contained()) || obj->GetOCF() & OCF_Alive)
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if (obj->~IsProjectileTarget(this, Contained()))
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{
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var effect_name=Format("HasBeenHitBySwordEffect%d", magic_number);
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var sword_name=Format("HasBeenHitBySword%d", this->ObjectNumber());
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@ -74,8 +74,8 @@ global func FxHitCheckDoCheck(object target, proplist effect)
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// CheckEnemy
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//if(!CheckEnemy(obj,target)) continue;
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// IsProjectileTarget or Alive will be hit
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if (obj->~IsProjectileTarget(target, shooter) || obj->GetOCF() & OCF_Alive)
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// IsProjectileTarget will be hit (defaults to true for OCF_Alive).
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if (obj->~IsProjectileTarget(target, shooter))
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{
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target->~HitObject(obj);
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if (!target)
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@ -145,6 +145,11 @@ global func FxHitCheckTimer(object target, proplist effect, int time)
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return;
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}
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global func IsProjectileTarget(object projectile, object shooter)
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{
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return GetOCF() & OCF_Alive;
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}
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/*
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Checks whether an object is ready to take damage from this object, calling QueryCatchBlow.
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*/
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