- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.

This commit is contained in:
Christoph Oelckers 2014-07-27 10:07:37 +02:00
parent 79f3984346
commit 6d4eb7f62d
4 changed files with 8 additions and 2 deletions

View file

@ -340,6 +340,7 @@ enum
MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO) MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings. MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
// --- mobj.renderflags --- // --- mobj.renderflags ---

View file

@ -4724,7 +4724,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
// [RH] don't spawn extra weapons in coop if so desired // [RH] don't spawn extra weapons in coop if so desired
if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN)) if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
{ {
if (i->IsDescendantOf (RUNTIME_CLASS(AWeapon))) if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
{ {
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH) if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return NULL; return NULL;

View file

@ -240,6 +240,7 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7), DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7), DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7), DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

View file

@ -335,6 +335,7 @@ Actor Weapon : Inventory native
Weapon.BobSpeed 1.0 Weapon.BobSpeed 1.0
Weapon.BobRangeX 1.0 Weapon.BobRangeX 1.0
Weapon.BobRangeY 1.0 Weapon.BobRangeY 1.0
+WEAPONSPAWN
States States
{ {
LightDone: LightDone:
@ -362,4 +363,7 @@ Actor WeaponHolder : Inventory native
+INVENTORY.UNDROPPABLE +INVENTORY.UNDROPPABLE
} }
Actor WeaponPiece : Inventory native {} Actor WeaponPiece : Inventory native
{
+WEAPONSPAWN
}