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https://github.com/ZDoom/gzdoom-gles.git
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Merge branch 'maint'
This commit is contained in:
commit
be1a00c537
10 changed files with 32 additions and 10 deletions
12
src/actor.h
12
src/actor.h
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@ -236,7 +236,7 @@ enum
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MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count
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MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count
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MF4_NOSKIN = 0x00000020, // Player cannot use skins
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MF4_NOSKIN = 0x00000020, // Player cannot use skins
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MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing
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MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing
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MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor
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MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor / cannot be moved by any sector action.
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MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
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MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
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MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
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MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
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@ -266,7 +266,7 @@ enum
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// --- mobj.flags5 ---
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// --- mobj.flags5 ---
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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/* = 0x00000002, */
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/* = 0x00000002, reserved for use by scripting branch */
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
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MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
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MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
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MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
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@ -284,7 +284,7 @@ enum
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MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
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MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
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MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting
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MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting
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MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting
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MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hittin this actor
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hitting this actor
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MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
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MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
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MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
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MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
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MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer
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MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer
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@ -334,6 +334,11 @@ enum
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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// --- mobj.flags6 ---
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MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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RF_XFLIP = 0x0001, // Flip sprite horizontally
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RF_XFLIP = 0x0001, // Flip sprite horizontally
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@ -838,6 +843,7 @@ public:
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DWORD flags4; // [RH] Even more flags!
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DWORD flags4; // [RH] Even more flags!
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DWORD flags5; // OMG! We need another one.
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DWORD flags5; // OMG! We need another one.
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DWORD flags6; // Shit! Where did all the flags go?
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DWORD flags6; // Shit! Where did all the flags go?
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DWORD flags7; //
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// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
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// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
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DWORD VisibleToTeam;
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DWORD VisibleToTeam;
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@ -311,6 +311,7 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->flags4 = player->mo->GetDefault()->flags4;
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player->mo->flags4 = player->mo->GetDefault()->flags4;
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player->mo->flags5 = player->mo->GetDefault()->flags5;
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player->mo->flags5 = player->mo->GetDefault()->flags5;
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player->mo->flags6 = player->mo->GetDefault()->flags6;
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player->mo->flags6 = player->mo->GetDefault()->flags6;
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player->mo->flags7 = player->mo->GetDefault()->flags7;
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player->mo->renderflags &= ~RF_INVISIBLE;
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player->mo->renderflags &= ~RF_INVISIBLE;
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player->mo->height = player->mo->GetDefault()->height;
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player->mo->height = player->mo->GetDefault()->height;
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player->mo->radius = player->mo->GetDefault()->radius;
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player->mo->radius = player->mo->GetDefault()->radius;
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@ -2644,6 +2644,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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corpsehit->flags4 = info->flags4;
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corpsehit->flags4 = info->flags4;
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corpsehit->flags5 = info->flags5;
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corpsehit->flags5 = info->flags5;
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corpsehit->flags6 = info->flags6;
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corpsehit->flags6 = info->flags6;
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corpsehit->flags7 = info->flags7;
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corpsehit->health = info->health;
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corpsehit->health = info->health;
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corpsehit->target = NULL;
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corpsehit->target = NULL;
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corpsehit->lastenemy = NULL;
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corpsehit->lastenemy = NULL;
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@ -1508,6 +1508,9 @@ bool AActor::OkayToSwitchTarget (AActor *other)
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if (other == this)
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if (other == this)
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return false; // [RH] Don't hate self (can happen when shooting barrels)
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return false; // [RH] Don't hate self (can happen when shooting barrels)
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if (other->flags7 & MF7_NEVERTARGET)
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return false; // never EVER target me!
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if (!(other->flags & MF_SHOOTABLE))
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if (!(other->flags & MF_SHOOTABLE))
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return false; // Don't attack things that can't be hurt
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return false; // Don't attack things that can't be hurt
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@ -334,8 +334,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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spechit.Clear ();
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spechit.Clear ();
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bool StompAlwaysFrags = (thing->flags2 & MF2_TELESTOMP) ||
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bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
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(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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FBoundingBox box(x, y, thing->radius);
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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FBlockLinesIterator it(box);
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@ -200,8 +200,12 @@ void AActor::Serialize (FArchive &arc)
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<< flags3
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<< flags3
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<< flags4
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<< flags4
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<< flags5
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<< flags5
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<< flags6
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<< flags6;
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<< special1
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if (SaveVersion >= 4504)
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{
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arc << flags7;
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}
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arc << special1
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<< special2
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<< special2
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<< health
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<< health
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<< movedir
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<< movedir
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@ -826,7 +830,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt
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flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
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flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
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FriendPlayer = other->FriendPlayer;
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FriendPlayer = other->FriendPlayer;
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DesignatedTeam = other->DesignatedTeam;
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DesignatedTeam = other->DesignatedTeam;
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
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{
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{
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// LastHeard must be set as well so that A_Look can react to the new target if called
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// LastHeard must be set as well so that A_Look can react to the new target if called
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LastHeard = target = other->target;
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LastHeard = target = other->target;
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@ -6133,6 +6137,9 @@ void PrintMiscActorInfo(AActor *query)
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Printf("\n\tflags6: %x", query->flags6);
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Printf("\n\tflags6: %x", query->flags6);
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for (flagi = 0; flagi <= 31; flagi++)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
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if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
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Printf("\n\tflags7: %x", query->flags7);
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags7 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
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Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
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Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
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query->BounceFlags, FIXED2FLOAT(query->bouncefactor),
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query->BounceFlags, FIXED2FLOAT(query->bouncefactor),
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FIXED2FLOAT(query->wallbouncefactor));
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FIXED2FLOAT(query->wallbouncefactor));
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@ -452,6 +452,7 @@ bool P_Thing_Raise(AActor *thing)
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thing->flags4 = info->flags4;
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thing->flags4 = info->flags4;
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thing->flags5 = info->flags5;
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thing->flags5 = info->flags5;
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thing->flags6 = info->flags6;
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thing->flags6 = info->flags6;
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thing->flags7 = info->flags7;
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thing->health = info->health;
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thing->health = info->health;
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thing->target = NULL;
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thing->target = NULL;
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thing->lastenemy = NULL;
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thing->lastenemy = NULL;
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@ -237,6 +237,9 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
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DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
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DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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@ -1286,7 +1286,8 @@ DEFINE_PROPERTY(clearflags, 0, Actor)
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defaults->flags3 =
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defaults->flags3 =
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defaults->flags4 =
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defaults->flags4 =
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defaults->flags5 =
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defaults->flags5 =
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defaults->flags6 = 0;
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defaults->flags6 =
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defaults->flags7 = 0;
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defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared
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defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared
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}
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}
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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// SVN revision ever got.
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#define SAVEVER 4503
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#define SAVEVER 4504
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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