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- Give actors modified via Dehacked than CANUSEWALLS flag, whether they look like monsters
at first glance or not. SVN r3386 (trunk)
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parent
22dfc82338
commit
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2 changed files with 8 additions and 2 deletions
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@ -1194,15 +1194,21 @@ static int PatchThing (int thingy)
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PushTouchedActor(const_cast<PClass *>(type));
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}
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// Make MF3_ISMONSTER match MF_COUNTKILL
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// If MF_COUNTKILL is set, make sure the other standard monster flags are
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// set, too. And vice versa.
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if (info->flags & MF_COUNTKILL)
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{
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info->flags2 |= MF2_PUSHWALL | MF2_MCROSS | MF2_PASSMOBJ;
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info->flags3 |= MF3_ISMONSTER;
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}
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else
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{
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info->flags2 &= ~(MF2_PUSHWALL | MF2_MCROSS);
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info->flags3 &= ~MF3_ISMONSTER;
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}
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// Everything that's altered here gets the CANUSEWALLS flag, just in case
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// it calls P_Move().
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info->flags4 |= MF4_CANUSEWALLS;
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if (patchedStates)
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{
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statedef.InstallStates(type->ActorInfo, info);
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@ -313,7 +313,7 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
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{
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lineActivation |= SPAC_Cross|SPAC_MCross;
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}
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if (activationType ==SPAC_Use || activationType == SPAC_UseBack)
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if (activationType == SPAC_Use || activationType == SPAC_UseBack)
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{
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if (!P_CheckSwitchRange(mo, line, side))
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{
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