- added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.

SVN r3527 (trunk)
This commit is contained in:
Christoph Oelckers 2012-04-07 12:40:50 +00:00
parent c3638eb338
commit 83620fca1f
3 changed files with 9 additions and 0 deletions

View file

@ -331,6 +331,7 @@ enum
MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage. MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage.
MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles. MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
// --- mobj.renderflags --- // --- mobj.renderflags ---

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@ -60,6 +60,7 @@
CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE) CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO) CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
CVAR (Bool, cl_doautoaim, false, CVAR_ARCHIVE)
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj, bool windowcheck); static void CheckForPushSpecial (line_t *line, int side, AActor *mobj, bool windowcheck);
static void SpawnShootDecal (AActor *t1, const FTraceResults &trace); static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
@ -3088,6 +3089,12 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
} }
dist = FixedMul (attackrange, in->frac); dist = FixedMul (attackrange, in->frac);
// Don't autoaim certain special actors
if (!cl_doautoaim && th->flags6 & MF6_NOTAUTOAIMED)
{
continue;
}
#ifdef _3DFLOORS #ifdef _3DFLOORS
// we must do one last check whether the trace has crossed a 3D floor // we must do one last check whether the trace has crossed a 3D floor
if (lastsector==th->Sector && th->Sector->e->XFloor.ffloors.Size()) if (lastsector==th->Sector && th->Sector->e->XFloor.ffloors.Size())

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@ -233,6 +233,7 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6), DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6), DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6), DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),