Change the render flags to extra flags and improve SF_NOSUPERSPRITES

This commit is contained in:
SMS Alfredo 2021-04-19 14:25:34 -05:00
parent 3f086ff612
commit 228668ce98
4 changed files with 26 additions and 24 deletions

View file

@ -4351,6 +4351,8 @@ const char *const MOBJEFLAG_LIST[] = {
"SPRUNG", // Mobj was already sprung this tic
"APPLYPMOMZ", // Platform movement
"TRACERANGLE", // Compute and trigger on mobj angle relative to tracer
"FORCESUPER", // Forces an object to use super sprites with SPR_PLAY.
"FORCENOSUPER", // Forces an object to NOT use super sprites with SPR_PLAY.
NULL
};
@ -4905,9 +4907,6 @@ struct int_const_s const INT_CONST[] = {
{"RF_SHADOWDRAW",RF_SHADOWDRAW},
{"RF_SHADOWEFFECTS",RF_SHADOWEFFECTS},
{"RF_DROPSHADOW",RF_DROPSHADOW},
{"RF_FORCESUPER",RF_FORCESUPER},
{"RF_FORCENOSUPER",RF_FORCENOSUPER},
{"RF_REVERSESUPER",RF_REVERSESUPER},
// Level flags
{"LF_SCRIPTISFILE",LF_SCRIPTISFILE},

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@ -397,15 +397,17 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
UINT16 stateframe = st->frame;
// Add/Remove FF_SPR2SUPER based on certain conditions
if (player->powers[pw_super] && !(player->charflags & SF_NOSUPERSPRITES))
if (player->charflags & SF_NOSUPERSPRITES)
stateframe = stateframe & ~FF_SPR2SUPER;
else if (player->powers[pw_super])
stateframe = stateframe | FF_SPR2SUPER;
if (stateframe & FF_SPR2SUPER)
{
if (mobj->renderflags & RF_FORCENOSUPER)
if (mobj->eflags & MFE_FORCENOSUPER)
stateframe = stateframe & ~FF_SPR2SUPER;
}
else if (mobj->renderflags & RF_FORCESUPER)
else if (mobj->eflags & MFE_FORCESUPER)
stateframe = stateframe | FF_SPR2SUPER;
// Get the sprite2 and frame number
@ -543,10 +545,10 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
// Add/Remove FF_SPR2SUPER based on certain conditions
if (stateframe & FF_SPR2SUPER)
{
if (mobj->renderflags & RF_FORCENOSUPER)
if (mobj->eflags & MFE_FORCENOSUPER)
stateframe = stateframe & ~FF_SPR2SUPER;
}
else if (mobj->renderflags & RF_FORCESUPER)
else if (mobj->eflags & MFE_FORCESUPER)
stateframe = stateframe | FF_SPR2SUPER;
// Get the sprite2 and frame number

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@ -218,33 +218,38 @@ typedef enum
typedef enum
{
// The mobj stands on solid floor (not on another mobj or in air)
MFE_ONGROUND = 1,
MFE_ONGROUND = 1,
// The mobj just hit the floor while falling, this is cleared on next frame
// (instant damage in lava/slime sectors to prevent jump cheat..)
MFE_JUSTHITFLOOR = 1<<1,
MFE_JUSTHITFLOOR = 1<<1,
// The mobj stands in a sector with water, and touches the surface
// this bit is set once and for all at the start of mobjthinker
MFE_TOUCHWATER = 1<<2,
MFE_TOUCHWATER = 1<<2,
// The mobj stands in a sector with water, and his waist is BELOW the water surface
// (for player, allows swimming up/down)
MFE_UNDERWATER = 1<<3,
MFE_UNDERWATER = 1<<3,
// used for ramp sectors
MFE_JUSTSTEPPEDDOWN = 1<<4,
MFE_JUSTSTEPPEDDOWN = 1<<4,
// Vertically flip sprite/allow upside-down physics
MFE_VERTICALFLIP = 1<<5,
MFE_VERTICALFLIP = 1<<5,
// Goo water
MFE_GOOWATER = 1<<6,
MFE_GOOWATER = 1<<6,
// The mobj is touching a lava block
MFE_TOUCHLAVA = 1<<7,
MFE_TOUCHLAVA = 1<<7,
// Mobj was already pushed this tic
MFE_PUSHED = 1<<8,
MFE_PUSHED = 1<<8,
// Mobj was already sprung this tic
MFE_SPRUNG = 1<<9,
MFE_SPRUNG = 1<<9,
// Platform movement
MFE_APPLYPMOMZ = 1<<10,
MFE_APPLYPMOMZ = 1<<10,
// Compute and trigger on mobj angle relative to tracer
// See Linedef Exec 457 (Track mobj angle to point)
MFE_TRACERANGLE = 1<<11,
MFE_TRACERANGLE = 1<<11,
// Forces an object to use super sprites with SPR_PLAY.
MFE_FORCESUPER = 1<<12,
// Forces an object to NOT use super sprites with SPR_PLAY.
MFE_FORCENOSUPER = 1<<13,
// free: to and including 1<<15
} mobjeflag_t;

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@ -738,10 +738,6 @@ typedef enum
RF_SHADOWDRAW = 0x10000, // Stretches and skews the sprite like a shadow.
RF_SHADOWEFFECTS = 0x20000, // Scales and becomes transparent like a shadow.
RF_DROPSHADOW = (RF_SHADOWDRAW | RF_SHADOWEFFECTS | RF_FULLDARK),
RF_FORCESUPER = 0x40000, // Forces an object to use super sprites with SPR_PLAY.
RF_FORCENOSUPER = 0x80000, // Forces an object to NOT use super sprites with SPR_PLAY.
RF_REVERSESUPER = (RF_FORCESUPER | RF_FORCENOSUPER), //Use normal sprites in place of super sprites and vice-versa
} renderflags_t;
typedef enum