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- Moved MF4_BOSSSPAWNED flag copying from A_PainShootSkull to AActor::CopyFriendliness().
SVN r4063 (trunk)
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87b8b6201c
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2f3dd8d959
2 changed files with 1 additions and 4 deletions
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@ -111,9 +111,6 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int
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other = Spawn (spawntype, x, y, z, ALLOW_REPLACE);
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// Transfer boss-spawned flag
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other->flags4 |= self->flags4 & MF4_BOSSSPAWNED;
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// Check to see if the new Lost Soul's z value is above the
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// ceiling of its new sector, or below the floor. If so, kill it.
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@ -820,7 +820,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt
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LastLookPlayerNumber = other->LastLookPlayerNumber;
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flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY);
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flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
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flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
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flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
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FriendPlayer = other->FriendPlayer;
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DesignatedTeam = other->DesignatedTeam;
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
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