DamageMobj DMG_NO_PAIN Flag

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Expand view Topic review: DamageMobj DMG_NO_PAIN Flag

Re: DamageMobj DMG_NO_PAIN Flag

by Major Cooke » Fri Sep 07, 2018 10:29 am

Close me. This was added.

Re: DamageMobj DMG_NO_PAIN Flag

by Major Cooke » Fri Nov 10, 2017 10:45 am

That's why I made this as simple as possible, because I can rely on making my own variant of pain chancing via the virtual override. I'm letting DamageMobj do its work on the inside without causing any pain just so I can get some numbers from damagefactor modifications and then getting the number immediately.

I have absolutely no intention of introducing a DMG_CAUSE_PAIN or DMG_ALLOW_PAIN flag at all.

Re: DamageMobj DMG_NO_PAIN Flag

by Graf Zahl » Tue Nov 07, 2017 11:22 am

I still regret accepting all the pain mess - this only makes it worse. :(

Re: DamageMobj DMG_NO_PAIN Flag

by Rachael » Tue Nov 07, 2017 10:56 am

This is going to need a lot of testing, because DamageMobj is a function that gets called quite a lot internally for lots of different reasons. The only way I can be confident in this code is if it's tested "in the wild", so I am going to go ahead and do a QZDoom merge of this and let it stay pending until some people have picked it up.

Re: DamageMobj DMG_NO_PAIN Flag

by Rachael » Tue Nov 07, 2017 10:49 am

I submitted some change requests.

Also let's not begin a pull request barrage, again, please?

DamageMobj DMG_NO_PAIN Flag

by Major Cooke » Tue Nov 07, 2017 10:04 am

Pull Request

Simplifies the desire to switch off pain effects entirely so entities don't have to waste time flipping a flag on and then turning it back off again, and could prove useful later if internal functions need them. Plus, I'm not sure if DamageMobj even has time to properly check if the thing is still painless when it starts.

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