- Added new flag MF5_NOBLOODDECALS that prevents bleeding actors from spawning

blood decals.


SVN r424 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-24 12:51:24 +00:00
parent d718827ec1
commit 558a18cf5c
4 changed files with 7 additions and 0 deletions

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@ -1,3 +1,7 @@
December 24, 2006 (Changes by Graf Zahl)
- Added new flag MF5_NOBLOODDECALS that prevents bleeding actors from spawning
blood decals.
December 23, 2006 (Changes by Graf Zahl)
- Fixed: The Cacodemon doesn't have a melee attack defined as I mistakenly
assumed when writing its DECORATE code.

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@ -288,6 +288,7 @@ enum
MF5_OLDRADIUSDMG = 0x00000200, // Use old radius damage code (for barrels and boss brain)
MF5_DEHEXPLOSION = 0x00000400, // Use the DEHACKED explosion options when this projectile explodes
MF5_PIERCEARMOR = 0x00000800, // Armor doesn't protect against damage from this actor
MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
// --- mobj.renderflags ---

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@ -2932,6 +2932,7 @@ void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, a
int noise;
if ((actor->flags & MF_NOBLOOD) ||
(actor->flags5 & MF5_NOBLOODDECALS) ||
(actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) ||
(actor->player && actor->player->cheats & CF_GODMODE))
{

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@ -226,6 +226,7 @@ static flagdef ActorFlags[]=
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),