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- moved MF_INCHASE to flags7.
Due to how the MBF21 flag checkers work the first flag word may not repurpose any unused flags in it. We still need MF_SLIDE to be usable by them, despite being totally unused.
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3 changed files with 16 additions and 19 deletions
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@ -142,7 +142,7 @@ enum ActorFlag
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MF_DROPOFF = 0x00000400, // allow jumps from high places
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MF_DROPOFF = 0x00000400, // allow jumps from high places
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MF_PICKUP = 0x00000800, // for players to pick up items
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MF_PICKUP = 0x00000800, // for players to pick up items
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MF_NOCLIP = 0x00001000, // player cheat
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MF_NOCLIP = 0x00001000, // player cheat
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MF_INCHASE = 0x00002000, // [RH] used by A_Chase and A_Look to avoid recursion
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MF_SLIDE = 0x00002000, // Not used anymore but needed for MBF21 flag checkers.
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MF_FLOAT = 0x00004000, // allow moves to any height, no gravity
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MF_FLOAT = 0x00004000, // allow moves to any height, no gravity
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MF_TELEPORT = 0x00008000, // don't cross lines or look at heights
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MF_TELEPORT = 0x00008000, // don't cross lines or look at heights
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MF_MISSILE = 0x00010000, // don't hit same species, explode on block
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MF_MISSILE = 0x00010000, // don't hit same species, explode on block
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@ -167,9 +167,6 @@ enum ActorFlag
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MF_NOLIFTDROP = 0x20000000, // [RH] Used with MF_NOGRAVITY to avoid dropping with lifts
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MF_NOLIFTDROP = 0x20000000, // [RH] Used with MF_NOGRAVITY to avoid dropping with lifts
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MF_STEALTH = 0x40000000, // [RH] Andy Baker's stealth monsters
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MF_STEALTH = 0x40000000, // [RH] Andy Baker's stealth monsters
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MF_ICECORPSE = 0x80000000, // a frozen corpse (for blasting) [RH] was 0x800000
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MF_ICECORPSE = 0x80000000, // a frozen corpse (for blasting) [RH] was 0x800000
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// --- dummies for unknown/unimplemented Strife flags ---
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MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
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};
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};
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// --- mobj.flags2 ---
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// --- mobj.flags2 ---
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@ -399,6 +396,7 @@ enum ActorFlag7
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MF7_FORCEZERORADIUSDMG = 0x10000000, // passes zero radius damage on to P_DamageMobj, this is necessary in some cases where DoSpecialDamage gets overrideen.
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MF7_FORCEZERORADIUSDMG = 0x10000000, // passes zero radius damage on to P_DamageMobj, this is necessary in some cases where DoSpecialDamage gets overrideen.
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MF7_NOINFIGHTSPECIES = 0x20000000, // don't start infights with one's own species.
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MF7_NOINFIGHTSPECIES = 0x20000000, // don't start infights with one's own species.
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MF7_FORCEINFIGHTING = 0x40000000, // overrides a map setting of 'no infighting'.
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MF7_FORCEINFIGHTING = 0x40000000, // overrides a map setting of 'no infighting'.
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MF7_INCHASE = 0x80000000, // [RH] used by A_Chase and A_Look to avoid recursion
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};
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};
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enum ActorFlag8
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enum ActorFlag8
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{
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{
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@ -1964,7 +1964,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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}
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}
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// Let the self wander around aimlessly looking for a fight
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// Let the self wander around aimlessly looking for a fight
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if (!(self->flags & MF_INCHASE))
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if (!(self->flags7 & MF7_INCHASE))
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{
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{
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if (seestate)
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if (seestate)
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{
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{
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@ -2040,7 +2040,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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}
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}
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}
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}
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if (self->target && !(self->flags & MF_INCHASE))
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if (self->target && !(self->flags7 & MF7_INCHASE))
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{
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{
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if (!(flags & LOF_NOJUMP))
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if (!(flags & LOF_NOJUMP))
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{
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{
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@ -2204,15 +2204,14 @@ nosee:
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void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags)
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void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags)
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{
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{
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if (actor->flags5 & MF5_INCONVERSATION)
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if (actor->flags5 & MF5_INCONVERSATION)
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return;
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return;
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if (actor->flags & MF_INCHASE)
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if (actor->flags7 & MF7_INCHASE)
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{
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{
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return;
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return;
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}
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}
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actor->flags |= MF_INCHASE;
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actor->flags7 |= MF7_INCHASE;
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// [RH] Andy Baker's stealth monsters
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// [RH] Andy Baker's stealth monsters
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if (actor->flags & MF_STEALTH)
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if (actor->flags & MF_STEALTH)
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@ -2325,7 +2324,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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}
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if (P_LookForPlayers (actor, true, NULL) && actor->target != actor->goal)
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if (P_LookForPlayers (actor, true, NULL) && actor->target != actor->goal)
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{ // got a new target
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{ // got a new target
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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return;
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}
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}
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if (actor->target == NULL)
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if (actor->target == NULL)
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@ -2336,14 +2335,14 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (actor->target == NULL)
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if (actor->target == NULL)
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{
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{
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if (!dontmove) A_Wander(actor);
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if (!dontmove) A_Wander(actor);
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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return;
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}
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}
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}
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}
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else
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else
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{
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{
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actor->SetIdle();
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actor->SetIdle();
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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return;
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}
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}
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}
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}
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@ -2362,7 +2361,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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//over and over again.
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//over and over again.
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if (flags & CHF_STOPIFBLOCKED)
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if (flags & CHF_STOPIFBLOCKED)
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actor->movecount = pr_trywalk() & 15;
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actor->movecount = pr_trywalk() & 15;
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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return;
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}
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}
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@ -2410,7 +2409,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->flags4 |= MF4_INCOMBAT;
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actor->flags4 |= MF4_INCOMBAT;
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actor->SetIdle();
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actor->SetIdle();
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}
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}
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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actor->goal = newgoal;
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actor->goal = newgoal;
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return;
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return;
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}
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}
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@ -2461,7 +2460,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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S_Sound (actor, CHAN_WEAPON, 0, actor->AttackSound, 1, ATTN_NORM);
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S_Sound (actor, CHAN_WEAPON, 0, actor->AttackSound, 1, ATTN_NORM);
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actor->SetState (meleestate);
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actor->SetState (meleestate);
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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return;
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}
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}
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@ -2479,7 +2478,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->SetState (missilestate);
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actor->SetState (missilestate);
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actor->flags |= MF_JUSTATTACKED;
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actor->flags |= MF_JUSTATTACKED;
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actor->flags4 |= MF4_INCOMBAT;
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actor->flags4 |= MF4_INCOMBAT;
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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return;
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}
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}
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}
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}
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@ -2505,7 +2504,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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}
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if (gotNew && actor->target != oldtarget)
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if (gotNew && actor->target != oldtarget)
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{
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{
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return; // got a new target
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return; // got a new target
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}
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}
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}
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}
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@ -2555,7 +2554,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->PlayActiveSound ();
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actor->PlayActiveSound ();
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}
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}
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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}
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}
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//==========================================================================
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//==========================================================================
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@ -81,7 +81,7 @@ extern float BackbuttonAlpha;
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// internal flags. These do not get exposed to actor definitions but scripts need to be able to access them as variables.
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// internal flags. These do not get exposed to actor definitions but scripts need to be able to access them as variables.
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static FFlagDef InternalActorFlagDefs[]=
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static FFlagDef InternalActorFlagDefs[]=
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{
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{
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DEFINE_FLAG(MF, INCHASE, AActor, flags),
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DEFINE_FLAG(MF7, INCHASE, AActor, flags7),
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DEFINE_FLAG(MF, UNMORPHED, AActor, flags),
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DEFINE_FLAG(MF, UNMORPHED, AActor, flags),
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DEFINE_FLAG(MF2, FLY, AActor, flags2),
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DEFINE_FLAG(MF2, FLY, AActor, flags2),
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DEFINE_FLAG(MF2, ONMOBJ, AActor, flags2),
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DEFINE_FLAG(MF2, ONMOBJ, AActor, flags2),
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