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Added NOAUTOOFFSKULLFLY flag
Disables resetting skullfly and state when velocity is zero while charging.
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3 changed files with 3 additions and 1 deletions
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@ -446,6 +446,7 @@ enum ActorFlag9
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MF9_NOSECTORDAMAGE = 0x00000020, // [inkoalawetrust] Actor ignores any sector-based damage (i.e damaging floors, NOT crushers)
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MF9_ISPUFF = 0x00000040, // [AA] Set on actors by P_SpawnPuff
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MF9_FORCESECTORDAMAGE = 0x00000080, // [inkoalawetrust] Actor ALWAYS takes hurt floor damage if there's any. Even if the floor doesn't have SECMF_HURTMONSTERS.
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MF9_NOAUTOOFFSKULLFLY = 0x00000100, // Don't automatically disable MF_SKULLFLY if velocity is 0.
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};
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// --- mobj.renderflags ---
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@ -2105,7 +2105,7 @@ static double P_XYMovement (AActor *mo, DVector2 scroll)
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if (move.isZero())
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{
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if (mo->flags & MF_SKULLFLY)
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if ((mo->flags & MF_SKULLFLY) && !(mo->flags9 & MF9_NOAUTOOFFSKULLFLY))
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{
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// the skull slammed into something
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mo->flags &= ~MF_SKULLFLY;
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@ -354,6 +354,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF9, NOSECTORDAMAGE, AActor, flags9),
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DEFINE_PROTECTED_FLAG(MF9, ISPUFF, AActor, flags9), //[AA] was spawned by SpawnPuff
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DEFINE_FLAG(MF9, FORCESECTORDAMAGE, AActor, flags9),
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DEFINE_FLAG(MF9, NOAUTOOFFSKULLFLY, AActor, flags9),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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