- 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:
Teemu Piippo 2014-09-28 17:17:19 +03:00
parent c962c56079
commit 770547e661
5 changed files with 47 additions and 26 deletions

View file

@ -92,30 +92,33 @@ Note: All <bool> fields default to false unless mentioned otherwise.
linedef linedef
{ {
alpha = <float>; // Translucency of this line, default is 1.0 alpha = <float>; // Translucency of this line, default is 1.0
renderstyle = <string>; // Render style, can be "translucent" or "add", renderstyle = <string>; // Render style, can be "translucent" or "add",
// default is "translucent". // default is "translucent".
playeruseback = <bool>; // New SPAC flag, true = player can use from back side. playeruseback = <bool> ; // New SPAC flag, true = player can use from back side.
anycross = <bool>; // New SPAC flag, true = any non-projectile anycross = <bool>; // New SPAC flag, true = any non-projectile
// crossing will trigger this line // crossing will trigger this line
monsteractivate = <bool>; // Monsters can trigger this line. monsteractivate = <bool>; // Monsters can trigger this line.
// For compatibility only because this flag's // For compatibility only because this flag's
// semantics can not be fully reproduced with // semantics can not be fully reproduced with
// explicit trigger flags. // explicit trigger flags.
blockplayers = <bool>; // Line blocks players' movement. blockplayers = <bool>; // Line blocks players' movement.
blockeverything = <bool>; // Line blocks everything. blockeverything = <bool>; // Line blocks everything.
firstsideonly = <bool>; // Line can only be triggered from the front side. firstsideonly = <bool>; // Line can only be triggered from the front side.
zoneboundary = <bool>; // Line is a boundary for sound reverb zones. zoneboundary = <bool>; // Line is a boundary for sound reverb zones.
clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling. clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
wrapmidtex = <bool>; // Line's mid textures are wrapped. wrapmidtex = <bool>; // Line's mid textures are wrapped.
midtex3d = <bool>; // Actors can walk on mid texture. midtex3d = <bool>; // Actors can walk on mid texture.
checkswitchrange = <bool>;// Switches can only be activated when vertically reachable. midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
blockprojectiles = <bool>;// Line blocks all projectiles // texture to behave like an impassible line (projectiles
blockuse = <bool>; // Line blocks all use actions // pass through it).
blocksight = <bool>; // Line blocks monster line of sight checkswitchrange = <bool>; // Switches can only be activated when vertically reachable.
blockhitscan = <bool>; // Line blocks hitscan attacks blockprojectiles = <bool>; // Line blocks all projectiles
locknumber = <int>; // Line special is locked blockuse = <bool>; // Line blocks all use actions
arg0str = <string>; // Alternate string-based version of arg0 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) transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)

View file

@ -162,6 +162,7 @@ enum ELineFlags
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
}; };

View file

@ -419,6 +419,7 @@ xx(Passuse)
xx(Repeatspecial) xx(Repeatspecial)
xx(Conversation) xx(Conversation)
xx(Locknumber) xx(Locknumber)
xx(Midtex3dimpassible)
xx(Playercross) xx(Playercross)
xx(Playeruse) xx(Playeruse)
@ -597,4 +598,4 @@ xx(NeverSwitchOnPickup)
xx(MoveBob) xx(MoveBob)
xx(StillBob) xx(StillBob)
xx(PlayerClass) xx(PlayerClass)
xx(Wi_NoAutostartMap) xx(Wi_NoAutostartMap)

View file

@ -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) 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; fixed_t tt, tb;
open.abovemidtex = false; open.abovemidtex = false;

View file

@ -1030,11 +1030,16 @@ public:
Flag(ld->flags, ML_BLOCKHITSCAN, key); Flag(ld->flags, ML_BLOCKHITSCAN, key);
continue; continue;
// [Dusk] lock number // [TP] Locks the special with a key
case NAME_Locknumber: case NAME_Locknumber:
ld->locknumber = CheckInt(key); ld->locknumber = CheckInt(key);
continue; continue;
// [TP] Causes a 3d midtex to behave like an impassible line
case NAME_Midtex3dimpassible:
Flag(ld->flags, ML_3DMIDTEX_IMPASS, key);
continue;
default: default:
break; break;
} }
@ -1081,6 +1086,10 @@ public:
{ {
ld->args[1] = -FName(arg1str); 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);
}
} }
//=========================================================================== //===========================================================================