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https://github.com/ZDoom/gzdoom-gles.git
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- added a new dmflag to allow killing all monsters spawned by a boss brain's cubes after killing the brain (for those who like clean level statistics.)
SVN r2385 (trunk)
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503b934938
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5 changed files with 20 additions and 1 deletions
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@ -260,7 +260,7 @@ enum
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MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim
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MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
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MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
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/* = 0x80000000, */
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MF4_BOSSSPAWNED = 0x80000000, // Spawned by a boss spawn cube
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// --- mobj.flags5 ---
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@ -459,6 +459,7 @@ CVAR (Flag, sv_chasecam, dmflags2, DF2_CHASECAM);
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CVAR (Flag, sv_disallowsuicide, dmflags2, DF2_NOSUICIDE);
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CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
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CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
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CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
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//==========================================================================
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//
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@ -293,6 +293,7 @@ enum
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DF2_NOSUICIDE = 1 << 22, // Players are not allowed to suicide.
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DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
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DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
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DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
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};
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// [RH] Compatibility flags.
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@ -76,6 +76,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainDie)
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if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
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return;
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// New dmflag: Kill all boss spawned monsters before ending the level.
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if (dmflags2 & DF2_KILLBOSSMONST)
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{
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TThinkerIterator<AActor> it;
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AActor *mo;
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while ((mo = it.Next()))
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{
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if (mo->flags4 & MF4_BOSSSPAWNED)
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{
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P_DamageMobj(mo, self, self, mo->health, NAME_None,
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DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);
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}
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}
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}
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G_ExitLevel (0, false);
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}
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@ -250,6 +265,7 @@ static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound)
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// telefrag anything in this spot
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P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true);
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}
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newmobj->flags4 |= MF4_BOSSSPAWNED;
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}
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}
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@ -1048,6 +1048,7 @@ static menuitem_t DMFlagsItems[] = {
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{ bitflag, "Allow spying", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_DISALLOW_SPYING} },
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{ bitflag, "Chasecam cheat", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_CHASECAM} },
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{ bitflag, "Check ammo for weapon switch", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_DONTCHECKAMMO} },
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{ bitflag, "Killing boss brain kills all its monsters", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_KILLBOSSMONST} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
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{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
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