- Added MF6_NOTELEPORT flag.

SVN r1754 (trunk)
This commit is contained in:
Randy Heit 2009-08-07 03:41:23 +00:00
parent 732a44b338
commit a1554799d9
4 changed files with 4 additions and 1 deletions

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@ -1,4 +1,5 @@
August 6, 2009 August 6, 2009
- Added MF6_NOTELEPORT flag.
- Fixed: M_QuitResponse() tried to play a sound even when none was specified - Fixed: M_QuitResponse() tried to play a sound even when none was specified
in the gameinfo. in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them - Added Yes/No selections for Y/N messages so that you can answer them

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@ -312,6 +312,7 @@ enum
MF6_BUMPSPECIAL = 0x00000020, // Actor executes its special when being collided (as the ST flag) 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_DONTHARMSPECIES = 0x00000040, // Don't hurt one's own species with explosions (hitscans, too?)
MF6_STEPMISSILE = 0x00000080, // Missile can "walk" up steps MF6_STEPMISSILE = 0x00000080, // Missile can "walk" up steps
MF6_NOTELEFRAG = 0x00000100, // [HW] Actor can't be telefragged
// --- mobj.renderflags --- // --- 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
// monsters don't stomp things except on boss level // monsters don't stomp things except on boss level
// [RH] Some Heretic/Hexen monsters can telestomp // [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); P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag, DMG_THRUSTLESS);
continue; continue;

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@ -218,6 +218,7 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6), DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6), DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6), DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6),
DEFINE_FLAG(MF6, NOTELEFRAG, AActor, flags6),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),