diff --git a/src/actor.h b/src/actor.h index d06e968f70..98210753a8 100644 --- a/src/actor.h +++ b/src/actor.h @@ -236,7 +236,7 @@ enum MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count MF4_NOSKIN = 0x00000020, // Player cannot use skins MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing - MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor + MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor / cannot be moved by any sector action. MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials @@ -266,7 +266,7 @@ enum // --- mobj.flags5 --- MF5_DONTDRAIN = 0x00000001, // cannot be drained health from. - /* = 0x00000002, */ + /* = 0x00000002, reserved for use by scripting branch */ MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances. MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret @@ -284,7 +284,7 @@ enum MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting - MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hittin this actor + MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hitting this actor MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer @@ -332,6 +332,7 @@ enum MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim. MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup. + MF6_NOTELESTOMP = 0x80000000, // cannot telefrag under any circumstances (even when set by MAPINFO) // --- mobj.renderflags --- diff --git a/src/p_map.cpp b/src/p_map.cpp index da87481d00..a892c4a95f 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -334,8 +334,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr spechit.Clear (); - bool StompAlwaysFrags = (thing->flags2 & MF2_TELESTOMP) || - (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag; + bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags6 & MF6_NOTELESTOMP); FBoundingBox box(x, y, thing->radius); FBlockLinesIterator it(box); diff --git a/src/thingdef/thingdef_data.cpp b/src/thingdef/thingdef_data.cpp index ef0cf2fe18..938c48e45c 100644 --- a/src/thingdef/thingdef_data.cpp +++ b/src/thingdef/thingdef_data.cpp @@ -235,6 +235,7 @@ static FFlagDef ActorFlags[]= DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6), DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6), DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6), + DEFINE_FLAG(MF6, NOTELESTOMP, AActor, flags6), // Effect flags DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),