mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Add HITOWNER flag, when set, allows a projectile to collide with its shooter.
This commit is contained in:
parent
02926a5567
commit
155afebb65
3 changed files with 4 additions and 2 deletions
|
@ -403,6 +403,7 @@ enum ActorFlag8
|
||||||
MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector
|
MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector
|
||||||
MF8_BLOCKASPLAYER = 0x00000004, // actor is blocked by player-blocking lines even if not a player
|
MF8_BLOCKASPLAYER = 0x00000004, // actor is blocked by player-blocking lines even if not a player
|
||||||
MF8_DONTFACETALKER = 0x00000008, // don't alter the angle to face the player in conversations
|
MF8_DONTFACETALKER = 0x00000008, // don't alter the angle to face the player in conversations
|
||||||
|
MF8_HITOWNER = 0x00000010, // projectile can hit the actor that fired it
|
||||||
};
|
};
|
||||||
|
|
||||||
// --- mobj.renderflags ---
|
// --- mobj.renderflags ---
|
||||||
|
|
|
@ -1554,8 +1554,8 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
|
||||||
|
|
||||||
if (tm.thing->target != NULL)
|
if (tm.thing->target != NULL)
|
||||||
{
|
{
|
||||||
if (thing == tm.thing->target)
|
if (thing == tm.thing->target && !(tm.thing->flags8 & MF8_HITOWNER))
|
||||||
{ // Don't missile self
|
{ // Don't missile self -- [MK] unless explicitly allowed
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -318,6 +318,7 @@ static FFlagDef ActorFlagDefs[]=
|
||||||
DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
|
DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
|
||||||
DEFINE_FLAG(MF8, BLOCKASPLAYER, AActor, flags8),
|
DEFINE_FLAG(MF8, BLOCKASPLAYER, AActor, flags8),
|
||||||
DEFINE_FLAG(MF8, DONTFACETALKER, AActor, flags8),
|
DEFINE_FLAG(MF8, DONTFACETALKER, AActor, flags8),
|
||||||
|
DEFINE_FLAG(MF8, HITOWNER, AActor, flags8),
|
||||||
|
|
||||||
// Effect flags
|
// Effect flags
|
||||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||||
|
|
Loading…
Reference in a new issue