mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 00:21:35 +00:00
Merge branch 'roll' of https://github.com/MajorCooke/zdoom
This commit is contained in:
commit
0b93e9b897
4 changed files with 10 additions and 3 deletions
|
@ -407,9 +407,11 @@ enum ActorRenderFlag
|
|||
RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented
|
||||
RF_FACESPRITE = 0x0000, // Face sprite
|
||||
RF_WALLSPRITE = 0x1000, // Wall sprite
|
||||
RF_FLOORSPRITE = 0x2000, // Floor sprite
|
||||
RF_FLATSPRITE = 0x2000, // Flat sprite
|
||||
RF_VOXELSPRITE = 0x3000, // Voxel object
|
||||
RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
|
||||
RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
|
||||
RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
|
||||
|
||||
RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
|
||||
RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
|
||||
|
|
|
@ -7068,3 +7068,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
|
|||
}
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
|
||||
|
|
|
@ -265,6 +265,11 @@ static FFlagDef ActorFlagDefs[]=
|
|||
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
|
||||
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
|
||||
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
|
||||
DEFINE_FLAG(RF, ROLLSPRITE, AActor, renderflags), // [marrub] roll the sprite billboard
|
||||
// [fgsfds] Flat sprites
|
||||
DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags),
|
||||
DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
|
||||
DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
|
||||
|
||||
// Bounce flags
|
||||
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
|
||||
|
|
|
@ -34,8 +34,7 @@ ACTOR Actor native //: Thinker
|
|||
DefThreshold 100
|
||||
BloodType "Blood", "BloodSplatter", "AxeBlood"
|
||||
ExplosionDamage 128
|
||||
MissileHeight 32
|
||||
|
||||
MissileHeight 32
|
||||
|
||||
// Functions
|
||||
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
|
||||
|
|
Loading…
Reference in a new issue