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https://github.com/ZDoom/gzdoom-gles.git
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b15767c26f
- Fixed: Right after teleporting P_SlideMove could cause player movement. Added a check for reactiontime to prevent that. - Fixed: PainChances and Damagefactors were never freed. - Added option to A_Chase that prevents the monster from moving. - Fixed: The stained glass shards were missing the HEXENBOUNCE flag. - Added some NULL pointer checks to AActor::GiveAmmo. - Fixed: The FSwordMissile was missing the special damage handling that reduces damage when hitting a player. SVN r555 (trunk)
23 lines
609 B
Text
23 lines
609 B
Text
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// Flags for A_CustomMissile
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const int CMF_AIMOFFSET = 1;
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const int CMF_AIMDIRECTION = 2;
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const int CMF_TRACKOWNER = 4;
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const int CMF_CHECKTARGETDEAD = 8;
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// Flags for A_SpawnItemEx
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const int SXF_TRANSFERTRANSLATION=1;
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const int SXF_ABSOLUTEPOSITION=2;
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const int SXF_ABSOLUTEANGLE=4;
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const int SXF_ABSOLUTEMOMENTUM=8;
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const int SXF_SETMASTER=16;
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const int SXF_NOCHECKPOSITION = 32;
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const int SXF_TELEFRAG=64;
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// Flags for A_Chase
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const int CHF_FASTCHASE = 1;
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const int CHF_NOPLAYACTIVE = 2;
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const int CHF_NIGHTMAREFAST = 4;
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const int CHF_RESURRECT = 8;
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const int CHF_DONTMOVE = 16;
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