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- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
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5228a67ff5
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4 changed files with 9 additions and 6 deletions
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@ -943,7 +943,8 @@ int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
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// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
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if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
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if (param2 & 512) flags |= FF_FADEWALLS;
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if (param2&1024) flags |= FF_RESET;
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if (param2 & 1024) flags |= FF_RESET;
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if (param2 & 2048) flags |= FF_NODAMAGE;
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FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
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if (!tex.Exists() && alpha < 255)
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{
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@ -970,7 +971,7 @@ int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
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void MapLoader::Spawn3DFloors ()
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{
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static int flagvals[] = {512, 2+512, 512+1024};
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static int flagvals[] = {512+2048, 2+512+2048, 512+1024+2048};
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for (auto &line : Level->lines)
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{
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@ -217,10 +217,11 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
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// Player must be on top of the floor to be affected...
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if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
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}
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else
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else
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{
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//Water and DEATH FOG!!! heh
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if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
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if ((rover->flags & FF_NODAMAGE) ||
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player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
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player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
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continue;
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}
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@ -23,7 +23,7 @@ typedef enum
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FF_UPPERTEXTURE = 0x20000,
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FF_LOWERTEXTURE = 0x40000,
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FF_THINFLOOR = 0x80000, // EDGE
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FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
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FF_NODAMAGE = 0x100000, // no damage transfers
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FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
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FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
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FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
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@ -234,7 +234,8 @@ struct F3DFloor native play
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FF_UPPERTEXTURE = 0x20000,
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FF_LOWERTEXTURE = 0x40000,
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FF_THINFLOOR = 0x80000, // EDGE
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FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
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FF_SCROLLY = 0x100000, // old leftover definition
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FF_NODAMAGE = 0x100000, // no damage transfers
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FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
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FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
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FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
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