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- Added a check to P_CheckMissileSpawn to decrease the monster counter
if it was called for spawning a monster with A_CustomMissile. - Added a ML_BLOCK_PLAYERS line flag. SVN r380 (trunk)
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8 changed files with 33 additions and 10 deletions
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@ -1,3 +1,8 @@
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November 10, 2006 (Changes by Graf Zahl)
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- Added a check to P_CheckMissileSpawn to decrease the monster counter
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if it was called for spawning a monster with A_CustomMissile.
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- Added a ML_BLOCK_PLAYERS line flag.
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November 5, 2006 (Changes by Graf Zahl)
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- Converted Heretic's and Hexen's players to DECORATE.
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- Made Hexenarmor factors configurable by DECORATE.
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@ -52,7 +52,7 @@ static bool PTR_Reachable (intercept_t *in)
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{
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line = in->d.line;
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if (!(line->flags & ML_TWOSIDED) || (line->flags & ML_BLOCKING))
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if (!(line->flags & ML_TWOSIDED) || (line->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)))
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{
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return (reachable = false); //Cannot continue.
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}
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@ -175,6 +175,7 @@ static inline int GET_SPAC (int flags)
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#define ML_BLOCK_FLOATERS 0x00040000
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#define ML_CLIP_MIDTEX 0x00080000 // Automatic for every Strife line
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#define ML_WRAP_MIDTEX 0x00100000
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#define ML_BLOCK_PLAYERS 0x00200000
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// Sector definition, from editing
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typedef struct
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@ -4028,21 +4028,25 @@ int DLevelScript::RunScript ()
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switch (STACK(1))
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{
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case BLOCK_NOTHING:
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lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING);
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lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
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break;
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case BLOCK_CREATURES:
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default:
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lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING);
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lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
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lines[line].flags |= ML_BLOCKING;
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break;
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case BLOCK_EVERYTHING:
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lines[line].flags &= ~ML_RAILING;
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lines[line].flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
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lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
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break;
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case BLOCK_RAILING:
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lines[line].flags &= ~ML_BLOCKEVERYTHING;
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lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
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lines[line].flags |= ML_RAILING|ML_BLOCKING;
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break;
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case BLOCK_PLAYERS:
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lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
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lines[line].flags |= ML_BLOCK_PLAYERS;
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break;
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}
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}
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@ -578,7 +578,8 @@ public:
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BLOCK_NOTHING = 0,
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BLOCK_CREATURES = 1,
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BLOCK_EVERYTHING = 2,
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BLOCK_RAILING = 3
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BLOCK_RAILING = 3,
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BLOCK_PLAYERS = 4
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};
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enum {
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LEVELINFO_PAR_TIME,
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@ -677,6 +677,7 @@ bool PIT_CheckLine (line_t *ld)
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}
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else if ((ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) || // explicitly blocking everything
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(!(tmthing->flags3 & MF3_NOBLOCKMONST) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
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(tmthing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
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((ld->flags & ML_BLOCK_FLOATERS) && (tmthing->flags & MF_FLOAT))) // block floaters
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{
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if (tmthing->flags2 & MF2_BLASTED)
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@ -2063,6 +2064,10 @@ bool PTR_SlideTraverse (intercept_t* in)
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{
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goto isblocking;
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}
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if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
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{
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goto isblocking;
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}
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// set openrange, opentop, openbottom
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P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
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@ -3290,7 +3295,7 @@ bool PTR_NoWayTraverse (intercept_t *in)
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// [GrafZahl] de-obfuscated. Was I the only one who was unable to makes sense out of
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// this convoluted mess?
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if (ld->special) return true;
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if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING)) return false;
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if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)) return false;
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P_LineOpening(ld, trace.x+FixedMul(trace.dx, in->frac),trace.y+FixedMul(trace.dy, in->frac));
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return openrange >0 &&
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openbottom <= usething->z + usething->MaxStepHeight &&
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@ -4224,6 +4224,12 @@ bool P_CheckMissileSpawn (AActor* th)
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// [RH] Don't explode ripping missiles that spawn inside something
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if (BlockingMobj == NULL || !(th->flags2 & MF2_RIP))
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{
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// If this is a monster spawned by A_CustomMissile subtract it from the counter.
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if (th->CountsAsKill())
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{
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th->flags&=~MF_COUNTKILL;
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level.total_monsters--;
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}
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// [RH] Don't explode missiles that spawn on top of horizon lines
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if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
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{
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@ -59,6 +59,7 @@ ACTOR Demon 3002
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//===========================================================================
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ACTOR Spectre : Demon 58
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{
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Game Doom
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SpawnID 9
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+SHADOW
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RenderStyle OptFuzzy
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