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- fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul. It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
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parent
5953f492c1
commit
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5 changed files with 15 additions and 14 deletions
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@ -352,14 +352,8 @@ inline double DEHToDouble(int acsval)
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static void PushTouchedActor(PClassActor *cls)
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{
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for(unsigned i = 0; i < TouchedActors.Size(); i++)
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{
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if (TouchedActors[i] == cls)
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{
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return;
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}
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}
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TouchedActors.Push(cls);
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if (TouchedActors.Find(cls) == TouchedActors.Size())
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TouchedActors.Push(cls);
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}
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@ -3012,6 +3006,13 @@ void FinishDehPatch ()
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unsigned int touchedIndex;
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unsigned int nameindex = 0;
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// For compatibility all potentially altered actors now using A_SkullFly need to be set to the original slamming behavior.
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// Since this flag does not affect anything else let's just set it for everything, it will just be ignored by non-charging things.
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for (auto cls : InfoNames)
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{
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GetDefaultByType(cls)->flags8 |= MF8_RETARGETAFTERSLAM;
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}
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for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex)
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{
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PClassActor *subclass;
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@ -3077,10 +3078,8 @@ void FinishDehPatch ()
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}
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}
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// Now that all Dehacked patches have been processed, it's okay to free StateMap.
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StateMap.Clear();
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StateMap.ShrinkToFit();
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TouchedActors.Clear();
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TouchedActors.ShrinkToFit();
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StateMap.Reset();
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TouchedActors.Reset();
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EnglishStrings.Clear();
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GStrings.SetDehackedStrings(std::move(DehStrings));
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@ -409,6 +409,7 @@ enum ActorFlag8
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MF8_HITOWNER = 0x00000010, // projectile can hit the actor that fired it
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MF8_NOFRICTION = 0x00000020, // friction doesn't apply to the actor at all
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MF8_NOFRICTIONBOUNCE = 0x00000040, // don't bounce off walls when on icy floors
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MF8_RETARGETAFTERSLAM = 0x00000080 // Forces jumping to the idle state after slamming into something
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};
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// --- mobj.renderflags ---
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@ -3132,7 +3132,7 @@ bool AActor::Slam (AActor *thing)
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// The charging monster may have died by the target's actions here.
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if (health > 0)
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{
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if (SeeState != NULL) SetState (SeeState);
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if (SeeState != NULL && !(flags8 & MF8_RETARGETAFTERSLAM)) SetState (SeeState);
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else SetIdle();
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}
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}
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@ -321,6 +321,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, HITOWNER, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTION, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTIONBOUNCE, AActor, flags8),
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DEFINE_FLAG(MF8, RETARGETAFTERSLAM, AActor, flags8),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -15,7 +15,7 @@ class LostSoul : Actor
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Damage 3;
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PainChance 256;
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Monster;
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+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH +ZDOOMTRANS;
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+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH +ZDOOMTRANS +RETARGETAFTERSLAM
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AttackSound "skull/melee";
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PainSound "skull/pain";
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DeathSound "skull/death";
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