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Added MF9_SHADOWAIM.
This flag allows actors with MF6_SEEINVISIBLE to still get an aim penalty by trying to shoot at a shadow actor.
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4 changed files with 7 additions and 5 deletions
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@ -393,7 +393,7 @@ enum ActorFlag7
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MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified.
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MF7_SMASHABLE = 0x04000000, // dies if hitting the floor.
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MF7_NOSHIELDREFLECT = 0x08000000, // will not be reflected by shields.
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MF7_FORCEZERORADIUSDMG = 0x10000000, // passes zero radius damage on to P_DamageMobj, this is necessary in some cases where DoSpecialDamage gets overrideen.
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MF7_FORCEZERORADIUSDMG = 0x10000000,// passes zero radius damage on to P_DamageMobj, this is necessary in some cases where DoSpecialDamage gets overrideen.
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MF7_NOINFIGHTSPECIES = 0x20000000, // don't start infights with one's own species.
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MF7_FORCEINFIGHTING = 0x40000000, // overrides a map setting of 'no infighting'.
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MF7_INCHASE = 0x80000000, // [RH] used by A_Chase and A_Look to avoid recursion
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@ -429,7 +429,7 @@ enum ActorFlag8
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MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
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MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalawetrust] Friendly monster will not follow players.
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MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
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MF8_CROSSLINECHECK = 0x10000000, // [MC]Enables CanCrossLine virtual
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MF8_CROSSLINECHECK = 0x10000000, // [MC] Enables CanCrossLine virtual
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MF8_MASTERNOSEE = 0x20000000, // Don't show object in first person if their master is the current camera.
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MF8_ADDLIGHTLEVEL = 0x40000000, // [MC] Actor light level is additive with sector.
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MF8_ONLYSLAMSOLID = 0x80000000, // [B] Things with skullfly will ignore non-solid Actors.
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@ -438,7 +438,7 @@ enum ActorFlag8
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// --- mobj.flags9 ---
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enum ActorFlag9
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{
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MF9_SHADOWAIM = 0x00000001, // [inkoalawetrust] Monster still gets aim penalty from aiming at shadow actors even with MF6_SEEINVISIBLE on.
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};
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// --- mobj.renderflags ---
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@ -6667,7 +6667,7 @@ AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassAct
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if (dest == NULL)
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{
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Printf ("P_SpawnMissileXYZ: Tried to shoot %s from %s with no dest\n",
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Printf ("P_SpawnMissileXYZ: Tried to shoot %s from %s with no destination\n",
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type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
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return NULL;
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}
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@ -26,7 +26,7 @@ extern FRandom pr_crailgun;
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inline bool CheckShadowFlags(AActor* self, AActor* other)
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{
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return (other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE));
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return (other->flags & MF_SHADOW && (!(self->flags6 & MF6_SEEINVISIBLE) || self->flags9 & MF9_SHADOWAIM));
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}
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//==========================================================================
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@ -347,6 +347,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, ADDLIGHTLEVEL, AActor, flags8),
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DEFINE_FLAG(MF8, ONLYSLAMSOLID, AActor, flags8),
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DEFINE_FLAG(MF9, SHADOWAIM, AActor, flags9),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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