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https://github.com/ZDoom/gzdoom.git
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Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop)
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parent
aceafecce6
commit
3d6cc47dc1
7 changed files with 56 additions and 4 deletions
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@ -567,6 +567,23 @@ CVAR (Flag, sv_alwaysspawnmulti, dmflags2, DF2_ALWAYS_SPAWN_MULTI);
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CVAR (Flag, sv_novertspread, dmflags2, DF2_NOVERTSPREAD);
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CVAR (Flag, sv_noextraammo, dmflags2, DF2_NO_EXTRA_AMMO);
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//==========================================================================
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//
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// CVAR dmflags3
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//
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//==========================================================================
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CUSTOM_CVAR(Int, dmflags3, 0, CVAR_SERVERINFO | CVAR_NOINITCALL)
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{
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if ((self & DF3_NO_PLAYER_CLIP) && (!multiplayer || deathmatch))
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{
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self = self & ~DF3_NO_PLAYER_CLIP;
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Printf("No player clipping is only available in coop\n");
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}
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}
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CVAR(Flag, sv_noplayerclip, dmflags3, DF3_NO_PLAYER_CLIP);
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//==========================================================================
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//
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// CVAR compatflags
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@ -176,6 +176,12 @@ enum : unsigned
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DF2_NO_EXTRA_AMMO = 1u << 31, // Don't add extra ammo when picking up weapons (like in original Doom)
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};
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// [Nash] dmflags3 in 2023 let's gooooo
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enum : unsigned
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{
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DF3_NO_PLAYER_CLIP = 1 << 0, // Players can walk through and shoot through each other
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};
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// [RH] Compatibility flags.
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enum : unsigned int
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{
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@ -233,6 +233,7 @@ EXTERN_CVAR (Int, infighting)
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EXTERN_CVAR (Int, dmflags);
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EXTERN_CVAR (Int, dmflags2); // [BC]
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EXTERN_CVAR (Int, dmflags3); // [Nash]
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EXTERN_CVAR (Int, compatflags);
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EXTERN_CVAR (Int, compatflags2);
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@ -492,6 +492,9 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
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if (tmf.thing->flags6 & MF6_THRUSPECIES && tmf.thing->GetSpecies() == th->GetSpecies())
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continue;
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if ((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (tmf.thing->player && th->player))
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continue;
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// [RH] Z-Check
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// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
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// Otherwise those things would get stuck inside each other.
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@ -1371,6 +1374,9 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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if ((tm.thing->flags6 & MF6_THRUSPECIES) && (tm.thing->GetSpecies() == thing->GetSpecies()))
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return true;
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if ((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (thing->player && tm.thing->player))
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return true;
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tm.thing->BlockingMobj = thing;
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topz = thing->Top();
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@ -1552,6 +1558,9 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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&& (tm.thing->target->GetSpecies() == thing->GetSpecies()))
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return true;
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if ((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (tm.thing->target->player && thing->player))
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return true;
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// Check for rippers passing through corpses
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if ((thing->flags & MF_CORPSE) && (tm.thing->flags2 & MF2_RIP) && !(thing->flags & MF_SHOOTABLE))
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{
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@ -2063,6 +2072,10 @@ int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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{
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continue;
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}
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if ((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (thing->player && actor->player))
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{
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continue;
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}
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if (!(thing->flags & MF_SOLID))
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{ // Can't hit thing
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continue;
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@ -4456,12 +4469,14 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
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// 3. MTHRUSPECIES on puff and the shooter has same species as the hit actor
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// 4. THRUSPECIES on puff and the puff has same species as the hit actor
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// 5. THRUGHOST on puff and the GHOST flag on the hit actor
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// 6. Skip through players in coop if sv_noplayerclip is enabled
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if ((data->ThruActors) ||
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(!(data->Spectral) && res.Actor->flags4 & MF4_SPECTRAL) ||
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(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
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(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
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(data->hitGhosts && res.Actor->flags3 & MF3_GHOST))
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(data->hitGhosts && res.Actor->flags3 & MF3_GHOST) ||
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((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (res.Actor->player && data->Caller->player)))
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{
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return TRACE_Skip;
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}
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@ -5195,12 +5210,14 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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// 2. MTHRUSPECIES on puff and the shooter has same species as the hit actor
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// 3. THRUSPECIES on puff and the puff has same species as the hit actor
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// 4. THRUGHOST on puff and the GHOST flag on the hit actor
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// 5. Skip through players in coop if sv_noplayerclip is enabled
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if ((data->ThruActors) ||
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(data->UseThruBits && (data->ThruBits & res.Actor->ThruBits)) ||
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(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
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(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
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(data->ThruGhosts && res.Actor->flags3 & MF3_GHOST))
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(data->ThruGhosts && res.Actor->flags3 & MF3_GHOST) ||
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((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (res.Actor->player && data->Caller->player)))
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{
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return TRACE_Skip;
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}
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@ -6014,6 +6031,9 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
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continue;
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if ((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (thing->player && bombsource->player))
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continue;
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if (!(flags & RADF_HURTSOURCE) && (thing == bombsource || thing == bombspot))
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{ // don't damage the source of the explosion
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continue;
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@ -6427,6 +6447,9 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
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if (!P_CanCollideWith(thing, intersect))
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continue;
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if ((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (thing->player && intersect->player))
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continue;
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
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(intersect->flags4 & MF4_ACTLIKEBRIDGE)
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@ -6491,6 +6514,9 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
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if (!P_CanCollideWith(thing, intersect))
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continue;
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if ((multiplayer && !deathmatch) && (dmflags3 & DF3_NO_PLAYER_CLIP) && (thing->player && intersect->player))
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continue;
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
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(intersect->flags4 & MF4_ACTLIKEBRIDGE)
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@ -1702,6 +1702,7 @@ OptionMenu CoopOptions protected
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Option "$GMPLYMNU_KEEPAMMO", "sv_cooploseammo", "NoYes"
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Option "$GMPLYMNU_LOSEHALFAMMO", "sv_coophalveammo", "YesNo"
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Option "$GMPLYMNU_SPAWNWHEREDIED", "sv_samespawnspot", "YesNo"
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Option "$GMPLYMNU_NOPLAYERCLIP", "sv_noplayerclip", "YesNo"
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Class "GameplayMenu"
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}
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@ -230,7 +230,8 @@ extend class Actor
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if (spray != null)
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{
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if ((spray.bMThruSpecies && target.GetSpecies() == t.linetarget.GetSpecies()) ||
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(!(flags & BFGF_HURTSOURCE) && target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
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(!(flags & BFGF_HURTSOURCE) && target == t.linetarget) || // [XA] Don't hit oneself unless we say so.
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(multiplayer && !deathmatch) && sv_noplayerclip && (target.player && t.linetarget.player))
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{
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spray.Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
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continue;
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@ -4,7 +4,7 @@ class GameplayMenu : OptionMenu
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{
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Super.Drawer();
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String s = String.Format("dmflags = %d dmflags2 = %d", dmflags, dmflags2);
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String s = String.Format("dmflags = %d dmflags2 = %d dmflags3 = %d", dmflags, dmflags2, dmflags3);
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screen.DrawText (OptionFont(), OptionMenuSettings.mFontColorValue,
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(screen.GetWidth() - OptionWidth (s) * CleanXfac_1) / 2, 35 * CleanXfac_1, s,
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DTA_CleanNoMove_1, true);
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