Add bIsPuff flag

This commit is contained in:
jekyllgrim 2024-06-03 01:47:41 +03:00 committed by Ricardo Luís Vaz Silva
parent 59b567689a
commit f13bc09840
3 changed files with 5 additions and 0 deletions

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@ -444,6 +444,7 @@ enum ActorFlag9
MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
MF9_NOSECTORDAMAGE = 0x00000020, // [inkoalawetrust] Actor ignores any sector-based damage (i.e damaging floors, NOT crushers)
MF9_ISPUFF = 0x00000020, // [AA] Set on actors by P_SpawnPuff
};
// --- mobj.renderflags ---

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@ -6289,6 +6289,9 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
puff->Angles.Yaw = hitdir + DAngle::fromDeg(180);
// [AA] Mark the spawned actor as a puff with a flag.
puff->flags9 |= MF9_ISPUFF;
// If a puff has a crash state and an actor was not hit,
// it will enter the crash state. This is used by the StrifeSpark
// and BlasterPuff.

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@ -354,6 +354,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF9, SHADOWAIMVERT, AActor, flags9),
DEFINE_FLAG(MF9, DECOUPLEDANIMATIONS, AActor, flags9),
DEFINE_FLAG(MF9, NOSECTORDAMAGE, AActor, flags9),
DEFINE_FLAG(MF9, ISPUFF, AActor, flags9), //[AA] was spawned by SpawnPuff
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),