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Merge branch 'shieldless' into 'next'
Add new skin flag SF_NOSHIELDABILITY See merge request STJr/SRB2!1331
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commit
84e9020eed
4 changed files with 7 additions and 3 deletions
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@ -52,6 +52,8 @@ typedef enum
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SF_NOSUPERSPRITES = 1<<16, // Don't use super sprites while super
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SF_NOSUPERJUMPBOOST = 1<<17, // Disable the jump boost given while super (i.e. Knuckles)
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SF_CANBUSTWALLS = 1<<18, // Can naturally bust walls on contact? (i.e. Knuckles)
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SF_NOSHIELDABILITY = 1<<19, // Disable shield abilities
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// free up to and including 1<<31
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} skinflags_t;
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@ -5022,6 +5022,7 @@ struct int_const_s const INT_CONST[] = {
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{"SF_NOSUPERSPRITES",SF_NOSUPERSPRITES},
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{"SF_NOSUPERJUMPBOOST",SF_NOSUPERJUMPBOOST},
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{"SF_CANBUSTWALLS",SF_CANBUSTWALLS},
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{"SF_NOSHIELDABILITY",SF_NOSHIELDABILITY},
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// Dashmode constants
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{"DASHMODE_THRESHOLD",DASHMODE_THRESHOLD},
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@ -5024,7 +5024,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
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if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
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&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
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{
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT && !(player->charflags & SF_NOSHIELDABILITY))
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{
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if ((lockonshield = P_LookForEnemies(player, false, false)))
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{
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@ -5047,7 +5047,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
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}
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}
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}
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if (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player)) // Spin button effects
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if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player))) // Spin button effects
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{
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// Force stop
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if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
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@ -5495,7 +5495,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
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break;
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}
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}
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else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_WHIRLWIND && !player->powers[pw_super])
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else if ((!(player->charflags & SF_NOSHIELDABILITY)) && ((player->powers[pw_shield] & SH_NOSTACK) == SH_WHIRLWIND && !player->powers[pw_super] && !LUAh_ShieldSpecial(player)))
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P_DoJumpShield(player);
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}
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@ -514,6 +514,7 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
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GETFLAG(NOSUPERSPRITES)
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GETFLAG(NOSUPERJUMPBOOST)
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GETFLAG(CANBUSTWALLS)
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GETFLAG(NOSHIELDABILITY)
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#undef GETFLAG
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else // let's check if it's a sound, otherwise error out
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