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Added MF9_FORCESECTORDAMAGE.
This flag forces non-player actors to take damage from hurt floors even if SECMF_HURTMONSTERS isn't true.
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3 changed files with 3 additions and 1 deletions
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@ -445,6 +445,7 @@ enum ActorFlag9
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MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
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MF9_NOSECTORDAMAGE = 0x00000020, // [inkoalawetrust] Actor ignores any sector-based damage (i.e damaging floors, NOT crushers)
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MF9_ISPUFF = 0x00000040, // [AA] Set on actors by P_SpawnPuff
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MF9_FORCESECTORDAMAGE = 0x00000080, // [inkoalawetrust] Actor ALWAYS takes hurt floor damage if there's any. Even if the floor doesn't have SECMF_HURTMONSTERS.
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};
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// --- mobj.renderflags ---
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@ -4436,7 +4436,7 @@ void AActor::Tick ()
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if (ObjectFlags & OF_EuthanizeMe) return;
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}
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//[inkoalawetrust] Genericized level damage handling that makes sector, 3D floor, and TERRAIN flat damage affect monsters and other NPCs too.
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if (!(flags9 & MF9_NOSECTORDAMAGE) && (player || (player == nullptr && Sector->MoreFlags & SECMF_HURTMONSTERS)))
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if ((!(flags9 & MF9_NOSECTORDAMAGE) || flags9 & MF9_FORCESECTORDAMAGE) && (player || (player == nullptr && (Sector->MoreFlags & SECMF_HURTMONSTERS || flags9 & MF9_FORCESECTORDAMAGE))))
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{
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P_ActorOnSpecial3DFloor(this);
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P_ActorInSpecialSector(this,Sector);
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@ -353,6 +353,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF9, DECOUPLEDANIMATIONS, AActor, flags9),
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DEFINE_FLAG(MF9, NOSECTORDAMAGE, AActor, flags9),
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DEFINE_PROTECTED_FLAG(MF9, ISPUFF, AActor, flags9), //[AA] was spawned by SpawnPuff
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DEFINE_FLAG(MF9, FORCESECTORDAMAGE, AActor, flags9),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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