A_Explode flag to ignore sight
Moderator: GZDoom Developers
A_Explode flag to ignore sight
Pretty much what says on the tin. The homebrewed solution is BlockThingsIterator, but anything other than applying a flat amount of damage turns into a game of reinventing the whole wheel when A_Explode/RadiusAttack already exist.
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- Posts: 86
- Joined: Mon Aug 26, 2019 9:18 pm
- Graphics Processor: nVidia with Vulkan support
Re: A_Explode flag to ignore sight
Keep in mind that ZScript also has a GetRadiusDamage function, which is what RadiusAttack() uses to calculate how much damage the actor should receive with the specified distance and damage. So you can use that to implement custom explosions.
Re: A_Explode flag to ignore sight
Right, didn't think to check the source code for that one. Thanks. I already went with BTI because it allowed me to do some more complex logic that GetRadiusDamage wouldn't have been useful for. I suppose this can be closed in that case.
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- Posts: 86
- Joined: Mon Aug 26, 2019 9:18 pm
- Graphics Processor: nVidia with Vulkan support
Re: A_Explode flag to ignore sight
I mean, GetRadiusDamage() would be used to determine how much damage each actor should receive at the specified distance. That's literally how P_RadiusAttack() itself works after all, too.