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Added STOPRAILS actor flag.
- An actor with this flag will prevent railgun shots from penetrating further.
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703686beee
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3 changed files with 4 additions and 1 deletions
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@ -411,6 +411,7 @@ enum ActorFlag8
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MF8_NOFRICTIONBOUNCE = 0x00000040, // don't bounce off walls when on icy floors
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MF8_NOFRICTIONBOUNCE = 0x00000040, // don't bounce off walls when on icy floors
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MF8_RETARGETAFTERSLAM = 0x00000080, // Forces jumping to the idle state after slamming into something
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MF8_RETARGETAFTERSLAM = 0x00000080, // Forces jumping to the idle state after slamming into something
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MF8_RECREATELIGHTS = 0x00000100, // Internal flag that signifies that the light attachments need to be recreated at the
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MF8_RECREATELIGHTS = 0x00000100, // Internal flag that signifies that the light attachments need to be recreated at the
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MF8_STOPRAILS = 0x00000200, // [MC] Prevent rails from going further if an actor has this flag.
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};
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};
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -5127,7 +5127,8 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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{
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{
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data->count++;
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data->count++;
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}
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}
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return (data->StopAtOne || (data->limit && (data->count >= data->limit))) ? TRACE_Stop : TRACE_Continue;
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return (data->StopAtOne || (data->limit && (data->count >= data->limit)) || (res.Actor->flags8 & MF8_STOPRAILS))
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? TRACE_Stop : TRACE_Continue;
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}
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}
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//==========================================================================
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//==========================================================================
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@ -323,6 +323,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, NOFRICTION, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTION, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTIONBOUNCE, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTIONBOUNCE, AActor, flags8),
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DEFINE_FLAG(MF8, RETARGETAFTERSLAM, AActor, flags8),
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DEFINE_FLAG(MF8, RETARGETAFTERSLAM, AActor, flags8),
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DEFINE_FLAG(MF8, STOPRAILS, AActor, flags8),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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