- added a BOUNCE_NotOnShootables flag that hopefully helps addressing the biggest glitch in the bouncing code.

This commit is contained in:
Christoph Oelckers 2017-02-26 22:31:43 +01:00
parent 80e9763d64
commit f918a9d9a7
3 changed files with 7 additions and 0 deletions

View file

@ -468,6 +468,7 @@ enum ActorBounceFlag
BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag. BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
BOUNCE_AutoOffFloorOnly = 1<<13, // like BOUNCE_AutoOff, but only on floors BOUNCE_AutoOffFloorOnly = 1<<13, // like BOUNCE_AutoOff, but only on floors
BOUNCE_UseBounceState = 1<<14, // Use Bounce[.*] states BOUNCE_UseBounceState = 1<<14, // Use Bounce[.*] states
BOUNCE_NotOnShootables = 1<<15, // do not bounce off shootable actors if we are a projectile. Explode instead.
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF, BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,

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@ -3537,6 +3537,11 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
if ((mo->flags & MF_MISSILE) && (mo->flags2 & MF2_RIP) && BlockingMobj->flags & MF_SHOOTABLE) if ((mo->flags & MF_MISSILE) && (mo->flags2 & MF2_RIP) && BlockingMobj->flags & MF_SHOOTABLE)
return true; return true;
if (BlockingMobj->flags & MF_SHOOTABLE && mo->BounceFlags & BOUNCE_NotOnShootables)
{
mo->bouncecount = 1; // let it explode now.
}
if (mo->bouncecount>0 && --mo->bouncecount == 0) if (mo->bouncecount>0 && --mo->bouncecount == 0)
{ {
if (mo->flags & MF_MISSILE) if (mo->flags & MF_MISSILE)

View file

@ -356,6 +356,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags), DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags), DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags), DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_NotOnShootables, DONTBOUNCEONSHOOTABLES, AActor, BounceFlags),
}; };
// These won't be accessible through bitfield variables // These won't be accessible through bitfield variables