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- added 'revealed on automap' linedef flag, UDMF only
https://forum.zdoom.org/viewtopic.php?t=59808
(cherry picked from commit 90cb0b3215
)
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4 changed files with 7 additions and 1 deletions
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@ -2664,7 +2664,7 @@ void AM_drawWalls (bool allmap)
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AM_drawMline(&l, AMColors.TSWallColor);
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}
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}
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else if (allmap)
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else if (allmap || (line.flags & ML_REVEALED))
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{
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if ((line.flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
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{
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@ -170,6 +170,7 @@ enum ELineFlags : unsigned
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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ML_REVEALED = 0x20000000, // set if revealed in automap
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ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
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};
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@ -537,6 +537,7 @@ xx(Repeatspecial)
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xx(Conversation)
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xx(Locknumber)
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xx(Midtex3dimpassible)
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xx(Revealed)
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xx(Playercross)
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xx(Playeruse)
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@ -1110,6 +1110,10 @@ public:
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Flag(ld->flags, ML_3DMIDTEX_IMPASS, key);
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continue;
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case NAME_Revealed:
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Flag(ld->flags, ML_REVEALED, key);
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continue;
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case NAME_MoreIds:
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// delay parsing of the tag string until parsing of the sector is complete
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// This ensures that the ID is always the first tag in the list.
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