mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Fixed: AMageStaffFX2::IsOkayToAttack() / A_MStaffAttack aimed at friendlies.
- Added kill count awareness to A_ChangeFlag. - P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters aren't dormant (since there would be no way to activate them, and they were certainly not dormant when they died). SVN r1287 (trunk)
This commit is contained in:
parent
c1cefee2f4
commit
183b765cf2
7 changed files with 52 additions and 17 deletions
|
@ -1,3 +1,10 @@
|
|||
November 14, 2008
|
||||
- Fixed: AMageStaffFX2::IsOkayToAttack() / A_MStaffAttack aimed at friendlies.
|
||||
- Added kill count awareness to A_ChangeFlag.
|
||||
- P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters
|
||||
aren't dormant (since there would be no way to activate them, and they
|
||||
were certainly not dormant when they died).
|
||||
|
||||
November 8, 2008
|
||||
- Made sdl/i_system.cpp:I_GetTimePolled() functionally equivalent to the
|
||||
Win32 version.
|
||||
|
|
|
@ -155,7 +155,7 @@ bool AHolySpirit::IsOkayToAttack (AActor *link)
|
|||
{
|
||||
return false;
|
||||
}
|
||||
if (!(link->flags&MF_SHOOTABLE))
|
||||
if (!(link->flags & MF_SHOOTABLE))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -108,10 +108,9 @@ int AMageStaffFX2::SpecialMissileHit (AActor *victim)
|
|||
|
||||
bool AMageStaffFX2::IsOkayToAttack (AActor *link)
|
||||
{
|
||||
if (((link->flags3&MF3_ISMONSTER) || link->player)
|
||||
&& !(link->flags2&MF2_DORMANT))
|
||||
if (((link->flags3 & MF3_ISMONSTER) || link->player) && !(link->flags2 & MF2_DORMANT))
|
||||
{
|
||||
if (!(link->flags&MF_SHOOTABLE))
|
||||
if (!(link->flags & MF_SHOOTABLE))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -123,7 +122,11 @@ bool AMageStaffFX2::IsOkayToAttack (AActor *link)
|
|||
{
|
||||
return false;
|
||||
}
|
||||
else if (P_CheckSight (this, link))
|
||||
if (target != NULL && target->IsFriend(link))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (P_CheckSight (this, link))
|
||||
{
|
||||
AActor *master = target;
|
||||
angle_t angle = R_PointToAngle2 (master->x, master->y,
|
||||
|
|
|
@ -84,7 +84,7 @@ void AMinotaurFriend::Serialize (FArchive &arc)
|
|||
|
||||
bool AMinotaurFriend::IsOkayToAttack (AActor *link)
|
||||
{
|
||||
if ((link->flags3&MF3_ISMONSTER) && (link != tracer))
|
||||
if ((link->flags3 & MF3_ISMONSTER) && (link != tracer))
|
||||
{
|
||||
if (!((link->flags ^ flags) & MF_FRIENDLY))
|
||||
{ // Don't attack friends
|
||||
|
@ -542,9 +542,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
|
|||
|
||||
while ((mo = iterator.Next()) != NULL)
|
||||
{
|
||||
if (!(mo->flags3&MF3_ISMONSTER)) continue;
|
||||
if (!(mo->flags3 & MF3_ISMONSTER)) continue;
|
||||
if (mo->health <= 0) continue;
|
||||
if (!(mo->flags&MF_SHOOTABLE)) continue;
|
||||
if (!(mo->flags & MF_SHOOTABLE)) continue;
|
||||
dist = P_AproxDistance (self->x - mo->x, self->y - mo->y);
|
||||
if (dist > MINOTAUR_LOOK_DIST) continue;
|
||||
if ((mo == master) || (mo == self)) continue;
|
||||
|
|
|
@ -1360,4 +1360,3 @@ static AActor *RoughBlockCheck (AActor *mo, int index)
|
|||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
|
|
@ -2184,7 +2184,7 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
mo->SpawnPoint[1] = mobj->SpawnPoint[1];
|
||||
mo->SpawnPoint[2] = mobj->SpawnPoint[2];
|
||||
mo->SpawnAngle = mobj->SpawnAngle;
|
||||
mo->SpawnFlags = mobj->SpawnFlags;
|
||||
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
|
||||
mo->angle = ANG45 * (mobj->SpawnAngle/45);
|
||||
|
||||
mo->HandleSpawnFlags ();
|
||||
|
@ -2403,14 +2403,17 @@ bool AActor::IsOkayToAttack (AActor *link)
|
|||
{
|
||||
if (player) // Minotaur looking around player
|
||||
{
|
||||
if ((link->flags3 & MF3_ISMONSTER) ||
|
||||
(link->player && (link != this)))
|
||||
if ((link->flags3 & MF3_ISMONSTER) || (link->player && (link != this)))
|
||||
{
|
||||
if (!(link->flags&MF_SHOOTABLE))
|
||||
if (IsFriend(link))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (link->flags2&MF2_DORMANT)
|
||||
if (!(link->flags & MF_SHOOTABLE))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (link->flags2 & MF2_DORMANT)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -2216,16 +2216,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
|
|||
|
||||
if (fd != NULL)
|
||||
{
|
||||
bool kill_before, kill_after;
|
||||
|
||||
kill_before = self->CountsAsKill();
|
||||
if (fd->structoffset == -1)
|
||||
{
|
||||
HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
|
||||
}
|
||||
else
|
||||
{
|
||||
int * flagp = (int*) (((char*)self) + fd->structoffset);
|
||||
int *flagp = (int*) (((char*)self) + fd->structoffset);
|
||||
|
||||
if (expression) *flagp |= fd->flagbit;
|
||||
else *flagp &= ~fd->flagbit;
|
||||
if (expression)
|
||||
{
|
||||
*flagp |= fd->flagbit;
|
||||
}
|
||||
else
|
||||
{
|
||||
*flagp &= ~fd->flagbit;
|
||||
}
|
||||
}
|
||||
kill_after = self->CountsAsKill();
|
||||
// Was this monster previously worth a kill but no longer is?
|
||||
// Or vice versa?
|
||||
if (kill_before != kill_after)
|
||||
{
|
||||
if (kill_after)
|
||||
{ // It counts as a kill now.
|
||||
level.total_monsters++;
|
||||
}
|
||||
else
|
||||
{ // It no longer counts as a kill.
|
||||
level.total_monsters--;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue