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- added a NOATTACK sector flag which prevents monsters from going to their attack states if present.
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5 changed files with 11 additions and 2 deletions
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@ -197,6 +197,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
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desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
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silent = <bool>; // Actors in this sector make no sound,
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silent = <bool>; // Actors in this sector make no sound,
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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noattack = <bool>; // Blocks monster attacks in this sector.
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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norespawn = <bool>; // Players can not respawn in this sector
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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@ -773,6 +773,7 @@ xx(BuiltinGetDefault)
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xx(BuiltinClassCast)
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xx(BuiltinClassCast)
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xx(BuiltinFormat)
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xx(BuiltinFormat)
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xx(Damage)
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xx(Damage)
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xx(Noattack)
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// basic type names
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// basic type names
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xx(Default)
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xx(Default)
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@ -349,7 +349,7 @@ bool AActor::CheckMeleeRange ()
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double dist;
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double dist;
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if (!pl)
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if (!pl || (Sector->Flags & SECF_NOATTACK))
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return false;
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return false;
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dist = Distance2D (pl);
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dist = Distance2D (pl);
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@ -398,7 +398,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
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double dist;
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double dist;
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if (!actor->target)
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if (!actor->target || (actor->Sector->Flags & SECF_NOATTACK))
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{
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{
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return false;
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return false;
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}
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}
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@ -445,6 +445,8 @@ bool P_CheckMissileRange (AActor *actor)
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{
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{
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double dist;
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double dist;
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if ((actor->Sector->Flags & SECF_NOATTACK)) return false;
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if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING))
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if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING))
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return false;
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return false;
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@ -1658,6 +1658,10 @@ public:
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sec->planes[sector_t::ceiling].GlowHeight = (float)CheckFloat(key);
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sec->planes[sector_t::ceiling].GlowHeight = (float)CheckFloat(key);
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break;
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break;
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case NAME_Noattack:
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Flag(sec->Flags, SECF_NOATTACK, key);
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break;
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case NAME_MoreIds:
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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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// 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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// This ensures that the ID is always the first tag in the list.
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@ -494,6 +494,7 @@ enum
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_NOATTACK = 2048, // monsters cannot start attacks in this sector.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_SECRET = 1 << 31, // a secret sector
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