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- removed some pointless restrictions from AActor::IsOkayToAttack which prevented its use on normal monsters.
This all made sense as long as the function was only used internally but that's not the case anymore.
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1 changed files with 4 additions and 10 deletions
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@ -3823,28 +3823,22 @@ DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
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bool AActor::IsOkayToAttack (AActor *link)
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{
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if (!(player // Original AActor::IsOkayToAttack was only for players
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// || (flags & MF_FRIENDLY) // Maybe let friendly monsters use the function as well?
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|| (flags5 & MF5_SUMMONEDMONSTER) // AMinotaurFriend has its own version, generalized to other summoned monsters
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|| (flags2 & MF2_SEEKERMISSILE))) // AHolySpirit and AMageStaffFX2 as well, generalized to other seeker missiles
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{ // Normal monsters and other actors always return false.
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return false;
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}
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// Standard things to eliminate: an actor shouldn't attack itself,
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// or a non-shootable, dormant, non-player-and-non-monster actor.
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if (link == this) return false;
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if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false;
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if (!(link->flags & MF_SHOOTABLE)) return false;
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if (link->flags2 & MF2_DORMANT) return false;
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if (link->flags7 & MF7_NEVERTARGET) return false; // NEVERTARGET means just that.
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// An actor shouldn't attack friendly actors. The reference depends
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// on the type of actor: for a player's actor, itself; for a projectile,
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// its target; and for a summoned minion, its tracer.
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AActor * Friend = NULL;
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if (player) Friend = this;
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else if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
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AActor * Friend;
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if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
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else if (flags2 & MF2_SEEKERMISSILE) Friend = target;
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else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = players[FriendPlayer-1].mo;
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else Friend = this;
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// Friend checks
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if (link == Friend) return false;
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