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- Added three missile impact pointer changing flags.
- HITTARGET, HITMASTER, and HITTRACER. - A missile that dies hitting an actor will set this impacted actor as the new target/master/tracer, depending on specifications.
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3 changed files with 10 additions and 1 deletions
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@ -347,6 +347,9 @@ enum
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MF7_DONTTHRUST = 0x00000100, // Thrusting functions do not take, and do not give thrust (damage) to actors with this flag.
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MF7_ALLOWPAIN = 0x00000200, // Invulnerable or immune (via damagefactors) actors can still react to taking damage even if they don't.
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MF7_CAUSEPAIN = 0x00000400, // Damage sources with this flag can cause similar effects like ALLOWPAIN.
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MF7_HITTARGET = 0x00004000, // The actor the projectile dies on is set to target, provided it's targetable anyway.
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MF7_HITMASTER = 0x00008000, // Same as HITTARGET, except it's master instead of target.
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MF7_HITTRACER = 0x00010000, // Same as HITTARGET, but for tracer.
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// --- mobj.renderflags ---
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@ -1202,6 +1202,9 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) )
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{
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if (target->flags7 & MF7_HITTARGET) mo->target = target;
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if (target->flags7 & MF7_HITMASTER) mo->master = target;
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if (target->flags7 & MF7_HITTRACER) mo->tracer = target;
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if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
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}
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@ -247,7 +247,10 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7),
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DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7),
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DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7),
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DEFINE_FLAG(MF7, HITTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, HITMASTER, AActor, flags7),
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DEFINE_FLAG(MF7, HITTRACER, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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