mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.
SVN r3527 (trunk)
This commit is contained in:
parent
c3638eb338
commit
83620fca1f
3 changed files with 9 additions and 0 deletions
|
@ -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 ---
|
||||||
|
|
||||||
|
|
|
@ -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())
|
||||||
|
|
|
@ -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),
|
||||||
|
|
Loading…
Reference in a new issue