Maes
I like big butts!

Posts: 8664
Registered: 07-06 |
Gez said:
Who's the inflictor, A or B?
From my understanding of the linuxdoom code, A will be considered as the inflictor. B blowing it up will NOT cause the inflictor source to be set to B (because the call to P_KillMobj occurs before that).
Now, if A blew it up in one clean hit, there would be no inflictor considered. And if B hit it but STILL without blowing it up, then B would be considered the inflictor (with the same rules that apply to monsters regarding target priority and damage thresholds).
Then again, only a test map can definitively convince me...
Edit: hmm not even Chocolate Doom does transfer the inflictor. I made a map with two monsters strong enough to blow a barrel with one hit, connected by a chain of barrels. No matter what, the monsters never get angry at each other, not even when one barrel survives the initial hit (this is to be expected, as the next barrels in the chain all explode in one hit, and thus can't propagate the inflictor). So the only way to cause infighting in this way seems to have monsters B getting hit by the blast of a specific barrel which withstood at least one attack by A.
Edit 2: I made another room where two cacos could hit the same barrel, depending on how the player goaded them. If the barrel blew in one hit, the cacos never turned against each other. If however one of them got a weak hit on the barrel and then a "good" one, only then they would infight.
barrel.wad - 4.4 KB (E1M1)
The "fix" for this bug would be to add an inflictor setting during P_KillMobj, as a hack to get around this limitation in barrels. If this is set, then even barrel chains propagate the inflictor.
Last edited by Maes on 08-09-11 at 00:00
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