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Add bIsPuff flag
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3 changed files with 5 additions and 0 deletions
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@ -444,6 +444,7 @@ enum ActorFlag9
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MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
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MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
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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 = 0x00000020, // [AA] Set on actors by P_SpawnPuff
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};
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// --- mobj.renderflags ---
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@ -6289,6 +6289,9 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
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// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
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puff->Angles.Yaw = hitdir + DAngle::fromDeg(180);
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// [AA] Mark the spawned actor as a puff with a flag.
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puff->flags9 |= MF9_ISPUFF;
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// If a puff has a crash state and an actor was not hit,
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// it will enter the crash state. This is used by the StrifeSpark
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// and BlasterPuff.
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@ -354,6 +354,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF9, SHADOWAIMVERT, AActor, flags9),
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DEFINE_FLAG(MF9, DECOUPLEDANIMATIONS, AActor, flags9),
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DEFINE_FLAG(MF9, NOSECTORDAMAGE, AActor, flags9),
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DEFINE_FLAG(MF9, ISPUFF, AActor, flags9), //[AA] was spawned by SpawnPuff
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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