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- Added Gez's seeker missile submission.
SVN r1905 (trunk)
This commit is contained in:
parent
819158a8fe
commit
4a81f55fb0
13 changed files with 74 additions and 139 deletions
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@ -1,4 +1,5 @@
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October 9, 2009 (Changes by Graf Zahl)
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October 9, 2009 (Changes by Graf Zahl)
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- Added Gez's seeker missile submission.
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- Added Gez's thing activation submission.
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- Added Gez's thing activation submission.
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- added a NULL pointer check to fog spawning in unmorphing code.
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- added a NULL pointer check to fog spawning in unmorphing code.
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- fixed: frozen corpses need to be treated as solid by z-movement code.
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- fixed: frozen corpses need to be treated as solid by z-movement code.
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@ -217,7 +217,7 @@ enum
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MF3_CRASHED = 0x00200000, // Actor entered its crash state
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MF3_CRASHED = 0x00200000, // Actor entered its crash state
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MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
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MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
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MF3_AVOIDMELEE = 0x00800000, // Avoids melee attacks (same as MBF's monster_backing but must be explicitly set)
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MF3_AVOIDMELEE = 0x00800000, // Avoids melee attacks (same as MBF's monster_backing but must be explicitly set)
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/* = 0x01000000, */
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MF3_SCREENSEEKER = 0x01000000, // Fails the IsOkayToAttack test if potential target is outside player FOV
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MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
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MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
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MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
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MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
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MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood
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MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood
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@ -608,7 +608,7 @@ public:
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virtual bool SpecialBlastHandling (AActor *source, fixed_t strength);
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virtual bool SpecialBlastHandling (AActor *source, fixed_t strength);
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// Called by RoughBlockCheck
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// Called by RoughBlockCheck
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virtual bool IsOkayToAttack (AActor *target);
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bool IsOkayToAttack (AActor *target);
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// Plays the actor's ActiveSound if its voice isn't already making noise.
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// Plays the actor's ActiveSound if its voice isn't already making noise.
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void PlayActiveSound ();
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void PlayActiveSound ();
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@ -145,36 +145,6 @@ bool AHolySpirit::SpecialBlastHandling (AActor *source, fixed_t strength)
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return true;
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return true;
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}
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}
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bool AHolySpirit::IsOkayToAttack (AActor *link)
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{
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if ((link->flags3&MF3_ISMONSTER ||
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(link->player && link != target))
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&& !(link->flags2&MF2_DORMANT))
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{
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if (target != NULL && link->IsFriend(target))
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{
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return false;
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}
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if (!(link->flags & MF_SHOOTABLE))
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{
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return false;
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}
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if (multiplayer && !deathmatch && link->player && target != NULL && target->player)
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{
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return false;
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}
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if (link == target)
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{
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return false;
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}
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else if (P_CheckSight (this, link))
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{
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return true;
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}
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}
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return false;
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}
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//============================================================================
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//============================================================================
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//
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//
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// A_CHolyAttack2
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// A_CHolyAttack2
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@ -9,7 +9,6 @@ class AHolySpirit : public AActor
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public:
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public:
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bool Slam (AActor *thing);
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bool Slam (AActor *thing);
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bool SpecialBlastHandling (AActor *source, fixed_t strength);
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bool SpecialBlastHandling (AActor *source, fixed_t strength);
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bool IsOkayToAttack (AActor *link);
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};
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};
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class AFighterWeapon : public AWeapon
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class AFighterWeapon : public AWeapon
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@ -88,7 +88,6 @@ class AMageStaffFX2 : public AActor
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DECLARE_CLASS(AMageStaffFX2, AActor)
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DECLARE_CLASS(AMageStaffFX2, AActor)
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public:
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public:
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int SpecialMissileHit (AActor *victim);
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int SpecialMissileHit (AActor *victim);
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bool IsOkayToAttack (AActor *link);
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bool SpecialBlastHandling (AActor *source, fixed_t strength);
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bool SpecialBlastHandling (AActor *source, fixed_t strength);
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};
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};
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@ -106,41 +105,6 @@ int AMageStaffFX2::SpecialMissileHit (AActor *victim)
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return -1;
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return -1;
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}
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}
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bool AMageStaffFX2::IsOkayToAttack (AActor *link)
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{
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if (((link->flags3 & MF3_ISMONSTER) || link->player) && !(link->flags2 & MF2_DORMANT))
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{
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if (!(link->flags & MF_SHOOTABLE))
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{
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return false;
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}
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if (multiplayer && !deathmatch && link->player && target->player)
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{
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return false;
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}
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if (link == target)
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{
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return false;
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}
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if (target != NULL && target->IsFriend(link))
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{
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return false;
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}
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if (P_CheckSight (this, link))
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{
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AActor *master = target;
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angle_t angle = R_PointToAngle2 (master->x, master->y,
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link->x, link->y) - master->angle;
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angle >>= 24;
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if (angle>226 || angle<30)
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{
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return true;
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}
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}
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}
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return false;
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}
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bool AMageStaffFX2::SpecialBlastHandling (AActor *source, fixed_t strength)
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bool AMageStaffFX2::SpecialBlastHandling (AActor *source, fixed_t strength)
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{
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{
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// Reflect to originator
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// Reflect to originator
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@ -82,49 +82,6 @@ void AMinotaurFriend::Serialize (FArchive &arc)
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arc << StartTime;
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arc << StartTime;
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}
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}
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bool AMinotaurFriend::IsOkayToAttack (AActor *link)
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{
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if ((link->flags3 & MF3_ISMONSTER) && (link != tracer))
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{
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if (!((link->flags ^ flags) & MF_FRIENDLY))
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{ // Don't attack friends
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if (link->flags & MF_FRIENDLY)
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{
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if (!deathmatch || link->FriendPlayer == 0 || FriendPlayer == 0 ||
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link->FriendPlayer != FriendPlayer)
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{
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return false;
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}
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}
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else
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{
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return false;
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}
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}
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if (!(link->flags&MF_SHOOTABLE))
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{
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return false;
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}
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if (link->flags2&MF2_DORMANT)
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{
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return false;
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}
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if ((link->flags5 & MF5_SUMMONEDMONSTER) && (link->tracer == tracer))
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{
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return false;
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}
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if (multiplayer && !deathmatch && link->player)
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{
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return false;
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}
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if (P_CheckSight (this, link))
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{
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return true;
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}
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}
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return false;
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}
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void AMinotaurFriend::Die (AActor *source, AActor *inflictor)
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void AMinotaurFriend::Die (AActor *source, AActor *inflictor)
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{
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{
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Super::Die (source, inflictor);
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Super::Die (source, inflictor);
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@ -20,7 +20,6 @@ class AMinotaurFriend : public AMinotaur
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public:
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public:
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int StartTime;
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int StartTime;
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bool IsOkayToAttack (AActor *target);
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void Die (AActor *source, AActor *inflictor);
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void Die (AActor *source, AActor *inflictor);
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bool OkayToSwitchTarget (AActor *other);
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bool OkayToSwitchTarget (AActor *other);
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void BeginPlay ();
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void BeginPlay ();
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@ -2693,36 +2693,59 @@ void AActor::PlayActiveSound ()
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bool AActor::IsOkayToAttack (AActor *link)
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bool AActor::IsOkayToAttack (AActor *link)
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{
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{
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if (player) // Minotaur looking around player
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if (!(player // Original AActor::IsOkayToAttack was only for players
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{
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// || (flags & MF_FRIENDLY) // Maybe let friendly monsters use the function as well?
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if ((link->flags3 & MF3_ISMONSTER) || (link->player && (link != this)))
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|| (flags5 & MF5_SUMMONEDMONSTER) // AMinotaurFriend has its own version, generalized to other summoned monsters
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{
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|| (flags2 & MF2_SEEKERMISSILE))) // AHolySpirit and AMageStaffFX2 as well, generalized to other seeker missiles
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if (IsFriend(link))
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{ // Normal monsters and other actors always return false.
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{
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return false;
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}
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if (!(link->flags & MF_SHOOTABLE))
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{
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return false;
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}
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if (link->flags2 & MF2_DORMANT)
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{
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return false;
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}
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if ((link->flags5 & MF5_SUMMONEDMONSTER) && (link->tracer == this))
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{
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return false;
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}
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if (multiplayer && !deathmatch && link->player)
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{
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return false;
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return false;
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}
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}
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// Standard things to eliminate: an actor shouldn't attack itself,
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// or a non-shootable, dormant, non-player-and-non-monster actor.
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if (link == this) return false;
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if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false;
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if (!(link->flags & MF_SHOOTABLE)) return false;
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if (link->flags2 & MF2_DORMANT) return false;
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// An actor shouldn't attack friendly actors. The reference depends
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// on the type of actor: for a player's actor, itself; for a projectile,
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// its target; and for a summoned minion, its tracer.
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AActor * Friend = NULL;
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if (player) Friend = this;
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else if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
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else if (flags2 & MF2_SEEKERMISSILE) Friend = target;
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else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = players[FriendPlayer-1].mo;
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// Friend checks
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if (link == Friend) return false;
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if (Friend == NULL) return false;
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if (Friend->IsFriend(link)) return false;
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if ((link->flags5 & MF5_SUMMONEDMONSTER) // No attack against minions on the same side
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&& (link->tracer == Friend)) return false;
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if (multiplayer && !deathmatch // No attack against fellow players in coop
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&& link->player && Friend->player) return false;
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if (((flags & link->flags) & MF_FRIENDLY) // No friendly infighting amongst minions
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&& IsFriend(link)) return false;
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// Now that all the actor checks are made, the line of sight can be checked
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if (P_CheckSight (this, link))
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if (P_CheckSight (this, link))
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{
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// AMageStaffFX2::IsOkayToAttack had an extra check here, generalized with a flag,
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// to only allow the check to succeed if the enemy was in a ~84° FOV of the player
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if (flags3 & MF3_SCREENSEEKER)
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{
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angle_t angle = R_PointToAngle2(Friend->x,
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Friend->y, link->x, link->y) - Friend->angle;
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angle >>= 24;
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if (angle>226 || angle<30)
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{
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{
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return true;
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return true;
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}
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}
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}
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}
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// Other actors are not concerned by this check
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else return true;
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}
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}
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// The sight check was failed, or the angle wasn't right for a screenseeker
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return false;
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return false;
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}
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}
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@ -342,12 +342,24 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
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// Generic seeker missile function
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// Generic seeker missile function
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//
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//
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//==========================================================================
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//==========================================================================
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static FRandom pr_seekermissile ("SeekerMissile");
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enum
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{
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SMF_LOOK = 1,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(5);
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ACTION_PARAM_INT(ang1, 0);
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ACTION_PARAM_INT(ang1, 0);
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ACTION_PARAM_INT(ang2, 1);
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ACTION_PARAM_INT(ang2, 1);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(chance, 3);
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ACTION_PARAM_INT(distance, 4);
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if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
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{
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self->tracer = P_RoughMonsterSearch (self, distance);
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}
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P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1);
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P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1);
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}
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}
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@ -92,6 +92,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
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DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
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DEFINE_FLAG(MF, STEALTH, AActor, flags),
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DEFINE_FLAG(MF, STEALTH, AActor, flags),
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DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
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DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
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DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
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DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
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DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, DONTSEEKINVISIBLE, AActor, flags2),
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DEFINE_FLAG(MF2, DONTSEEKINVISIBLE, AActor, flags2),
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@ -121,6 +122,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
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DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
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DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
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DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
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DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
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DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
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DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
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DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
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@ -141,13 +143,15 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
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DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
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DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
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DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
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DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
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DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
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DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
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DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
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DEFINE_FLAG(MF3, SCREENSEEKER, AActor, flags3),
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DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
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DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
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DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
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DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
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DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
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DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
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DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
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DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
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DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
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DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
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||||||
|
|
||||||
DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
|
DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
|
||||||
DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
|
DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
|
||||||
DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
|
DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
|
||||||
|
|
|
@ -178,7 +178,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
|
action native A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
|
||||||
action native A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
|
action native A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
|
||||||
action native A_StopSoundEx(coerce name slot);
|
action native A_StopSoundEx(coerce name slot);
|
||||||
action native A_SeekerMissile(int threshold, int turnmax);
|
action native A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
|
||||||
action native A_Jump(int chance = 256, state label, ...);
|
action native A_Jump(int chance = 256, state label, ...);
|
||||||
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
|
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
|
||||||
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, bool aimfacing = false);
|
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, bool aimfacing = false);
|
||||||
|
|
|
@ -76,6 +76,9 @@ const int BF_USEAMMO = 1;
|
||||||
const int BF_DONTWARN = 2;
|
const int BF_DONTWARN = 2;
|
||||||
const int BF_AFFECTBOSSES = 4;
|
const int BF_AFFECTBOSSES = 4;
|
||||||
|
|
||||||
|
// Flags for A_SeekerMissile
|
||||||
|
const int SMF_LOOK = 1;
|
||||||
|
|
||||||
// Activation flags
|
// Activation flags
|
||||||
enum
|
enum
|
||||||
{
|
{
|
||||||
|
@ -97,6 +100,8 @@ const int AF_TriggerTargets = 4;
|
||||||
const int AF_MonsterTrigger = 8;
|
const int AF_MonsterTrigger = 8;
|
||||||
const int AF_MissileTrigger = 16;
|
const int AF_MissileTrigger = 16;
|
||||||
const int AF_ClearSpecial = 32;
|
const int AF_ClearSpecial = 32;
|
||||||
|
const int AF_NoDeathSpecial = 64;
|
||||||
|
const int AF_TriggerActs = 128;
|
||||||
|
|
||||||
// constants for A_PlaySound
|
// constants for A_PlaySound
|
||||||
enum
|
enum
|
||||||
|
|
|
@ -125,6 +125,7 @@ ACTOR MageStaffFX2 native
|
||||||
DamageType "Fire"
|
DamageType "Fire"
|
||||||
Projectile
|
Projectile
|
||||||
+SEEKERMISSILE
|
+SEEKERMISSILE
|
||||||
|
+SCREENSEEKER
|
||||||
+EXTREMEDEATH
|
+EXTREMEDEATH
|
||||||
DeathSound "MageStaffExplode"
|
DeathSound "MageStaffExplode"
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue