mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 04:01:31 +00:00
- added udmf key midtex3dimpassible which causes the midtex to behave like a finite-height impassible line; practically this means the mid texture lets projectiles pass through it.
This commit is contained in:
parent
c962c56079
commit
770547e661
5 changed files with 47 additions and 26 deletions
|
@ -92,30 +92,33 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
|
||||
linedef
|
||||
{
|
||||
alpha = <float>; // Translucency of this line, default is 1.0
|
||||
renderstyle = <string>; // Render style, can be "translucent" or "add",
|
||||
// default is "translucent".
|
||||
playeruseback = <bool>; // New SPAC flag, true = player can use from back side.
|
||||
anycross = <bool>; // New SPAC flag, true = any non-projectile
|
||||
// crossing will trigger this line
|
||||
monsteractivate = <bool>; // Monsters can trigger this line.
|
||||
// For compatibility only because this flag's
|
||||
// semantics can not be fully reproduced with
|
||||
// explicit trigger flags.
|
||||
blockplayers = <bool>; // Line blocks players' movement.
|
||||
blockeverything = <bool>; // Line blocks everything.
|
||||
firstsideonly = <bool>; // Line can only be triggered from the front side.
|
||||
zoneboundary = <bool>; // Line is a boundary for sound reverb zones.
|
||||
clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
|
||||
wrapmidtex = <bool>; // Line's mid textures are wrapped.
|
||||
midtex3d = <bool>; // Actors can walk on mid texture.
|
||||
checkswitchrange = <bool>;// Switches can only be activated when vertically reachable.
|
||||
blockprojectiles = <bool>;// Line blocks all projectiles
|
||||
blockuse = <bool>; // Line blocks all use actions
|
||||
blocksight = <bool>; // Line blocks monster line of sight
|
||||
blockhitscan = <bool>; // Line blocks hitscan attacks
|
||||
locknumber = <int>; // Line special is locked
|
||||
arg0str = <string>; // Alternate string-based version of arg0
|
||||
alpha = <float>; // Translucency of this line, default is 1.0
|
||||
renderstyle = <string>; // Render style, can be "translucent" or "add",
|
||||
// default is "translucent".
|
||||
playeruseback = <bool> ; // New SPAC flag, true = player can use from back side.
|
||||
anycross = <bool>; // New SPAC flag, true = any non-projectile
|
||||
// crossing will trigger this line
|
||||
monsteractivate = <bool>; // Monsters can trigger this line.
|
||||
// For compatibility only because this flag's
|
||||
// semantics can not be fully reproduced with
|
||||
// explicit trigger flags.
|
||||
blockplayers = <bool>; // Line blocks players' movement.
|
||||
blockeverything = <bool>; // Line blocks everything.
|
||||
firstsideonly = <bool>; // Line can only be triggered from the front side.
|
||||
zoneboundary = <bool>; // Line is a boundary for sound reverb zones.
|
||||
clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
|
||||
wrapmidtex = <bool>; // Line's mid textures are wrapped.
|
||||
midtex3d = <bool>; // Actors can walk on mid texture.
|
||||
midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
|
||||
// texture to behave like an impassible line (projectiles
|
||||
// pass through it).
|
||||
checkswitchrange = <bool>; // Switches can only be activated when vertically reachable.
|
||||
blockprojectiles = <bool>; // Line blocks all projectiles
|
||||
blockuse = <bool>; // Line blocks all use actions
|
||||
blocksight = <bool>; // Line blocks monster line of sight
|
||||
blockhitscan = <bool>; // Line blocks hitscan attacks
|
||||
locknumber = <int>; // Line special is locked
|
||||
arg0str = <string>; // Alternate string-based version of arg0
|
||||
|
||||
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
|
||||
|
||||
|
|
|
@ -162,6 +162,7 @@ enum ELineFlags
|
|||
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
|
||||
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
|
||||
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
|
||||
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -419,6 +419,7 @@ xx(Passuse)
|
|||
xx(Repeatspecial)
|
||||
xx(Conversation)
|
||||
xx(Locknumber)
|
||||
xx(Midtex3dimpassible)
|
||||
|
||||
xx(Playercross)
|
||||
xx(Playeruse)
|
||||
|
@ -597,4 +598,4 @@ xx(NeverSwitchOnPickup)
|
|||
xx(MoveBob)
|
||||
xx(StillBob)
|
||||
xx(PlayerClass)
|
||||
xx(Wi_NoAutostartMap)
|
||||
xx(Wi_NoAutostartMap)
|
||||
|
|
|
@ -258,6 +258,13 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
|
|||
|
||||
bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict)
|
||||
{
|
||||
// [TP] Impassible-like 3dmidtextures do not block missiles
|
||||
if ((linedef->flags & ML_3DMIDTEX_IMPASS)
|
||||
&& (thing->flags & MF_MISSILE || thing->BounceFlags & BOUNCE_MBF))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
fixed_t tt, tb;
|
||||
|
||||
open.abovemidtex = false;
|
||||
|
|
|
@ -1030,11 +1030,16 @@ public:
|
|||
Flag(ld->flags, ML_BLOCKHITSCAN, key);
|
||||
continue;
|
||||
|
||||
// [Dusk] lock number
|
||||
// [TP] Locks the special with a key
|
||||
case NAME_Locknumber:
|
||||
ld->locknumber = CheckInt(key);
|
||||
continue;
|
||||
|
||||
// [TP] Causes a 3d midtex to behave like an impassible line
|
||||
case NAME_Midtex3dimpassible:
|
||||
Flag(ld->flags, ML_3DMIDTEX_IMPASS, key);
|
||||
continue;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
@ -1081,6 +1086,10 @@ public:
|
|||
{
|
||||
ld->args[1] = -FName(arg1str);
|
||||
}
|
||||
if ((ld->flags & ML_3DMIDTEX_IMPASS) && !(ld->flags & ML_3DMIDTEX)) // [TP]
|
||||
{
|
||||
Printf ("Line %d has midtex3dimpassible without midtex3d.\n", index);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
Loading…
Reference in a new issue