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Toggleable player following. (#1583)
* Added MF8_DONTFOLLOWPLAYERS. Added the MF8_DONTFOLLOWPLAYERS flag, which allows friendly monsters to not follow their FriendPlayer when they have no target or goal left to head to. * Changed the order that the DONTFOLLOWPLAYERS check runs in. This is done to not produce unnecessary overhead on hostile monsters.
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3 changed files with 3 additions and 1 deletions
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@ -423,6 +423,7 @@ enum ActorFlag8
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MF8_MAP07BOSS2 = 0x00800000, // MBF21 boss death.
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MF8_MAP07BOSS2 = 0x00800000, // MBF21 boss death.
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MF8_AVOIDHAZARDS = 0x01000000, // MBF AI enhancement.
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MF8_AVOIDHAZARDS = 0x01000000, // MBF AI enhancement.
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MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
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MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
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MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalwetrust] Friendly monster will not follow players.
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};
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};
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -1092,7 +1092,7 @@ void P_RandomChaseDir (AActor *actor)
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int turndir;
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int turndir;
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// Friendly monsters like to head toward a player
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// Friendly monsters like to head toward a player
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if (actor->flags & MF_FRIENDLY)
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if (actor->flags & MF_FRIENDLY && !(actor->flags8 & MF8_DONTFOLLOWPLAYERS))
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{
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{
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AActor *player;
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AActor *player;
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DVector2 delta;
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DVector2 delta;
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@ -338,6 +338,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, MAP07BOSS2, AActor, flags8),
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DEFINE_FLAG(MF8, MAP07BOSS2, AActor, flags8),
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DEFINE_FLAG(MF8, AVOIDHAZARDS, AActor, flags8),
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DEFINE_FLAG(MF8, AVOIDHAZARDS, AActor, flags8),
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DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
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DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
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DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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