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- Added new flag MF5_NOBLOODDECALS that prevents bleeding actors from spawning
blood decals. SVN r424 (trunk)
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@ -1,3 +1,7 @@
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December 24, 2006 (Changes by Graf Zahl)
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- Added new flag MF5_NOBLOODDECALS that prevents bleeding actors from spawning
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blood decals.
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December 23, 2006 (Changes by Graf Zahl)
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- Fixed: The Cacodemon doesn't have a melee attack defined as I mistakenly
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assumed when writing its DECORATE code.
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@ -288,6 +288,7 @@ enum
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MF5_OLDRADIUSDMG = 0x00000200, // Use old radius damage code (for barrels and boss brain)
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MF5_DEHEXPLOSION = 0x00000400, // Use the DEHACKED explosion options when this projectile explodes
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MF5_PIERCEARMOR = 0x00000800, // Armor doesn't protect against damage from this actor
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MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
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// --- 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
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int noise;
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if ((actor->flags & MF_NOBLOOD) ||
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(actor->flags5 & MF5_NOBLOODDECALS) ||
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(actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) ||
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(actor->player && actor->player->cheats & CF_GODMODE))
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{
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@ -226,6 +226,7 @@ static flagdef ActorFlags[]=
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DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
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DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
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DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
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DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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