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