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- add sv_instantreaction dmflag
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4 changed files with 5 additions and 1 deletions
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@ -461,6 +461,7 @@ CVAR (Flag, sv_cooplosearmor, dmflags, DF_COOP_LOSE_ARMOR);
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CVAR (Flag, sv_cooplosepowerups, dmflags, DF_COOP_LOSE_POWERUPS);
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CVAR (Flag, sv_cooploseammo, dmflags, DF_COOP_LOSE_AMMO);
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CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO);
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CVAR (Flag, sv_instantreaction, dmflags, DF_INSTANT_REACTION);
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// Some (hopefully cleaner) interface to these settings.
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CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH);
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@ -425,6 +425,7 @@ enum
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DF_COOP_LOSE_POWERUPS = 1 << 28, // Lose powerups when respawning in coop
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DF_COOP_LOSE_AMMO = 1 << 29, // Lose ammo when respawning in coop
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DF_COOP_HALVE_AMMO = 1 << 30, // Lose half your ammo when respawning in coop (but not less than the normal starting amount)
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DF_INSTANT_REACTION = 1 << 31, // Monsters react instantly
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};
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// [BC] More dmflags. w00p!
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@ -4503,7 +4503,8 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
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FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
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if (!!G_SkillProperty(SKILLP_InstantReaction) && actor->flags3 & MF3_ISMONSTER)
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if (!!(G_SkillProperty(SKILLP_InstantReaction) || !!(dmflags & DF_INSTANT_REACTION))
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&& actor->flags3 & MF3_ISMONSTER)
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actor->reactiontime = 0;
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if (actor->flags3 & MF3_ISMONSTER)
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@ -1577,6 +1577,7 @@ OptionMenu GameplayOptions protected
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Option "$GMPLYMNU_ITEMSRESPAWN", "sv_itemrespawn", "YesNo"
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Option "$GMPLYMNU_SUPERRESPAWN", "sv_respawnsuper", "YesNo"
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Option "$GMPLYMNU_FASTMONSTERS", "sv_fastmonsters", "YesNo"
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Option "$GMPLYMNU_INSTANTREACTION", "sv_instantreaction", "YesNo"
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Option "$GMPLYMNU_DEGENERATION", "sv_degeneration", "YesNo"
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Option "$GMPLYMNU_NOAUTOAIM", "sv_noautoaim", "NoYes"
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Option "$GMPLYMNU_ALLOWSUICIDE", "sv_disallowsuicide", "NoYes"
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