mirror of
https://github.com/alexbatalov/fallout2-ce.git
synced 2024-11-19 14:11:15 +00:00
parent
c7ca358295
commit
c85cda4b48
@ -93,6 +93,8 @@ static int _talk_to(Object* a1, Object* a2);
|
||||
static int _report_dmg(Attack* attack, Object* a2);
|
||||
static int _compute_dmg_damage(int min, int max, Object* obj, int* a4, int damage_type);
|
||||
|
||||
static int hideProjectile(void* a1, void* a2);
|
||||
|
||||
// 0x410468
|
||||
int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int delay)
|
||||
{
|
||||
@ -945,7 +947,16 @@ int _action_ranged(Attack* attack, int anim)
|
||||
|
||||
// SFALL
|
||||
if (projectile != NULL && (isGrenade || damageType == explosionGetDamageType())) {
|
||||
animationRegisterHideObjectForced(projectile);
|
||||
// CE: Use custom callback to hide projectile instead of relying on
|
||||
// `animationRegisterHideObjectForced`. The problem is that completing
|
||||
// `ANIM_KIND_HIDE` removes (frees) object entirely. When this happens
|
||||
// `attack->weapon` becomes a dangling pointer, but this object is
|
||||
// needed to process `damage_p_proc` by scripting engine which can
|
||||
// interrogate weapon's properties (leading to crash on some platforms).
|
||||
// So instead of removing projectile follow a pattern established in
|
||||
// `opDestroyObject` for self-deleting objects (mark it hidden +
|
||||
// no-save).
|
||||
animationRegisterCallbackForced(attack, projectile, hideProjectile, -1);
|
||||
} else if (anim == ANIM_THROW_ANIM && projectile != NULL) {
|
||||
animationRegisterSetFid(projectile, weaponFid, -1);
|
||||
}
|
||||
@ -2140,4 +2151,18 @@ int _action_can_talk_to(Object* a1, Object* a2)
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int hideProjectile(void* a1, void* a2)
|
||||
{
|
||||
Object* projectile = reinterpret_cast<Object*>(a2);
|
||||
|
||||
Rect rect;
|
||||
if (objectHide(projectile, &rect) == 0) {
|
||||
tileWindowRefreshRect(&rect, projectile->elevation);
|
||||
}
|
||||
|
||||
projectile->flags |= OBJECT_NO_SAVE;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
} // namespace fallout
|
||||
|
Loading…
Reference in New Issue
Block a user