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