mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
- Added MF6_NOTELEPORT flag.
SVN r1754 (trunk)
This commit is contained in:
parent
732a44b338
commit
a1554799d9
4 changed files with 4 additions and 1 deletions
|
@ -1,4 +1,5 @@
|
|||
August 6, 2009
|
||||
- Added MF6_NOTELEPORT flag.
|
||||
- Fixed: M_QuitResponse() tried to play a sound even when none was specified
|
||||
in the gameinfo.
|
||||
- Added Yes/No selections for Y/N messages so that you can answer them
|
||||
|
|
|
@ -312,6 +312,7 @@ enum
|
|||
MF6_BUMPSPECIAL = 0x00000020, // Actor executes its special when being collided (as the ST flag)
|
||||
MF6_DONTHARMSPECIES = 0x00000040, // Don't hurt one's own species with explosions (hitscans, too?)
|
||||
MF6_STEPMISSILE = 0x00000080, // Missile can "walk" up steps
|
||||
MF6_NOTELEFRAG = 0x00000100, // [HW] Actor can't be telefragged
|
||||
|
||||
|
||||
// --- mobj.renderflags ---
|
||||
|
|
|
@ -353,7 +353,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
|
||||
// monsters don't stomp things except on boss level
|
||||
// [RH] Some Heretic/Hexen monsters can telestomp
|
||||
if (StompAlwaysFrags)
|
||||
if (StompAlwaysFrags && !(th->flags6 & MF6_NOTELEFRAG))
|
||||
{
|
||||
P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag, DMG_THRUSTLESS);
|
||||
continue;
|
||||
|
|
|
@ -218,6 +218,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, NOTELEFRAG, AActor, flags6),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
|
Loading…
Reference in a new issue