- Added two new MAPINFO flags to control what actor activates impact lines:

* MissileShootersActivateImpactLines - the current behavior.
    * MissilesActivateImpactLines - the original Hexen behavior.


SVN r477 (trunk)
This commit is contained in:
Randy Heit 2007-02-04 02:12:54 +00:00
parent 26b886b960
commit 7c2fc08f35
4 changed files with 26 additions and 7 deletions

View file

@ -1,4 +1,7 @@
February 3, 2007
- Added two new MAPINFO flags to control what actor activates impact lines:
* MissileShootersActivateImpactLines - the current behavior.
* MissilesActivateImpactLines - the original Hexen behavior.
- Fixed: The changecamera special should remove "past viewer" information
from the renderer in case the camera changed position or direction since
the last time it was looked through. Otherwise, the renderer will

View file

@ -242,6 +242,8 @@ static const char *MapInfoMapLevel[] =
"filterstarts",
"activateowndeathspecials",
"killeractivatesdeathspecials",
"missilesactivateimpactlines",
"missileshootersactivetimpactlines",
"noinventorybar",
"deathslideshow",
"redirect",
@ -373,6 +375,8 @@ MapHandlers[] =
{ MITYPE_SETFLAG, LEVEL_FILTERSTARTS, 0 },
{ MITYPE_SETFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ MITYPE_CLRFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_MISSILESACTIVATEIMPACT, 0 },
{ MITYPE_CLRFLAG, LEVEL_MISSILESACTIVATEIMPACT, 0 },
{ MITYPE_SETFLAG, LEVEL_NOINVENTORYBAR, 0 },
{ MITYPE_SETFLAG, LEVEL_DEATHSLIDESHOW, 0 },
{ MITYPE_REDIRECT, lioffset(RedirectMap), 0 },
@ -562,7 +566,7 @@ static void G_DoParseMapInfo (int lump)
SetLevelDefaults (&defaultinfo);
SC_OpenLumpNum (lump, "MAPINFO");
HexenHack=false;
HexenHack = false;
while (SC_GetString ())
{
@ -584,12 +588,14 @@ static void G_DoParseMapInfo (int lump)
sprintf (sc_String, "MAP%02d", map);
HexenHack = true;
// Hexen levels are automatically nointermission,
// no auto sound sequences, falling damage, and
// monsters activate their own specials.
// no auto sound sequences, falling damage,
// monsters activate their own specials, and missiles
// are always the activators of impact lines.
levelflags |= LEVEL_NOINTERMISSION
| LEVEL_SNDSEQTOTALCTRL
| LEVEL_FALLDMG_HX
| LEVEL_ACTOWNSPECIAL;
| LEVEL_ACTOWNSPECIAL
| LEVEL_MISSILESACTIVATEIMPACT;
}
levelindex = FindWadLevelInfo (sc_String);
if (levelindex == -1)

View file

@ -92,7 +92,9 @@
#define LEVEL_LAXMONSTERACTIVATION UCONST64(0x400000000) // Monsters can open doors depending on the door speed
#define LEVEL_LAXACTIVATIONMAPINFO UCONST64(0x800000000) // LEVEL_LAXMONSTERACTIVATION is not a default.
// some unused bits here!
#define LEVEL_MISSILESACTIVATEIMPACT UCONST64(0x1000000000) // Missiles are the activators of SPAC_IMPACT events, not their shooters
// an unused bit here!
#define LEVEL_KEEPFULLINVENTORY UCONST64(0x4000000000) // doesn't reduce the amount of inventory items to 1

View file

@ -1539,8 +1539,16 @@ static void CheckForPushSpecial (line_t *line, int side, AActor *mobj)
}
else if (mobj->flags2 & MF2_IMPACT)
{
P_ActivateLine (line, ((mobj->flags & MF_MISSILE) && (mobj->target != NULL))
? mobj->target : mobj, side, SPAC_IMPACT);
if ((level.flags & LEVEL_MISSILESACTIVATEIMPACT) ||
!(mobj->flags & MF_MISSILE) ||
(mobj->target == NULL))
{
P_ActivateLine (line, mobj, side, SPAC_IMPACT);
}
else
{
P_ActivateLine (line, mobj->target, side, SPAC_IMPACT);
}
}
}
}