Added a ninth actor flag field.

This commit is contained in:
inkoalawetrust 2023-01-16 21:35:14 +02:00 committed by Rachael Alexanderson
parent 5b98eade91
commit d882a41824
4 changed files with 19 additions and 3 deletions

View file

@ -206,8 +206,7 @@ enum ActorFlag2
// but still considered solid
MF2_INVULNERABLE = 0x08000000, // mobj is invulnerable
MF2_DORMANT = 0x10000000, // thing is dormant
MF2_ARGSDEFINED = 0x20000000, // Internal flag used by DECORATE to signal that the
// args should not be taken from the mapthing definition
MF2_ARGSDEFINED = 0x20000000, // Internal flag used by DECORATE to signal that the args should not be taken from the mapthing definition
MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
MF2_REFLECTIVE = 0x80000000, // reflects missiles
};
@ -399,6 +398,8 @@ enum ActorFlag7
MF7_FORCEINFIGHTING = 0x40000000, // overrides a map setting of 'no infighting'.
MF7_INCHASE = 0x80000000, // [RH] used by A_Chase and A_Look to avoid recursion
};
// --- mobj.flags8 ---
enum ActorFlag8
{
MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do
@ -434,6 +435,12 @@ enum ActorFlag8
MF8_ONLYSLAMSOLID = 0x80000000, // [B] Things with skullfly will ignore non-solid Actors.
};
// --- mobj.flags9 ---
enum ActorFlag9
{
};
// --- mobj.renderflags ---
enum ActorRenderFlag
{
@ -588,6 +595,7 @@ typedef TFlags<ActorFlag5> ActorFlags5;
typedef TFlags<ActorFlag6> ActorFlags6;
typedef TFlags<ActorFlag7> ActorFlags7;
typedef TFlags<ActorFlag8> ActorFlags8;
typedef TFlags<ActorFlag9> ActorFlags9;
typedef TFlags<ActorRenderFlag> ActorRenderFlags;
typedef TFlags<ActorRenderFlag2> ActorRenderFlags2;
typedef TFlags<ActorBounceFlag> ActorBounceFlags;
@ -600,6 +608,7 @@ DEFINE_TFLAGS_OPERATORS (ActorFlags5)
DEFINE_TFLAGS_OPERATORS (ActorFlags6)
DEFINE_TFLAGS_OPERATORS (ActorFlags7)
DEFINE_TFLAGS_OPERATORS (ActorFlags8)
DEFINE_TFLAGS_OPERATORS (ActorFlags9)
DEFINE_TFLAGS_OPERATORS (ActorRenderFlags)
DEFINE_TFLAGS_OPERATORS (ActorRenderFlags2)
DEFINE_TFLAGS_OPERATORS (ActorBounceFlags)
@ -1080,6 +1089,7 @@ public:
ActorFlags6 flags6; // Shit! Where did all the flags go?
ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
ActorFlags8 flags8; // I see your 8, and raise you a bet for 9.
ActorFlags9 flags9; // Happy ninth actor flag field GZDoom !
double Floorclip; // value to use for floor clipping
double radius, Height; // for movement checking

View file

@ -2089,6 +2089,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Respawn)
self->flags6 = defs->flags6;
self->flags7 = defs->flags7;
self->flags8 = defs->flags8;
self->flags9 = defs->flags9;
self->SetState (self->SpawnState);
self->renderflags &= ~RF_INVISIBLE;

View file

@ -234,6 +234,7 @@ void AActor::Serialize(FSerializer &arc)
A("flags6", flags6)
A("flags7", flags7)
A("flags8", flags8)
A("flags9", flags9)
A("weaponspecial", weaponspecial)
A("special1", special1)
A("special2", special2)
@ -6666,7 +6667,7 @@ AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassAct
if (dest == NULL)
{
Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
Printf ("P_SpawnMissileXYZ: Tried to shoot %s from %s with no dest\n",
type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
return NULL;
}
@ -7697,6 +7698,9 @@ void PrintMiscActorInfo(AActor *query)
Printf("\n flags8: %x", query->flags8.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags8 & ActorFlags8::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags8));
Printf("\n flags9: %x", query->flags9.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags9 & ActorFlags9::FromInt(1 << flagi)) Printf(" %s", FLAG_NAME(1 << flagi, flags9));
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
query->BounceFlags.GetValue(), query->bouncefactor,
query->wallbouncefactor);

View file

@ -988,6 +988,7 @@ DEFINE_PROPERTY(clearflags, 0, Actor)
defaults->flags6 = 0;
defaults->flags7 = 0;
defaults->flags8 = 0;
defaults->flags9 = 0;
}
//==========================================================================