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BLOCKASPLAYER flag: treat non-player actors as blockable by "block players" lines
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2f6dc46f14
commit
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4 changed files with 9 additions and 4 deletions
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@ -401,6 +401,7 @@ enum ActorFlag8
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{
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MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do
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MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector
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MF8_BLOCKASPLAYER = 0x00000004, // actor is blocked by player-blocking lines even if not a player
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};
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// --- mobj.renderflags ---
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@ -930,7 +930,10 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST)
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|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY)));
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if (!(Projectile) || (ld->flags & (ML_BLOCKEVERYTHING | ML_BLOCKPROJECTILE)))
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uint32_t ProjectileBlocking = ML_BLOCKEVERYTHING | ML_BLOCKPROJECTILE;
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if ( tm.thing->flags8 & MF8_BLOCKASPLAYER ) ProjectileBlocking |= ML_BLOCK_PLAYERS | ML_BLOCKING;
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if (!(Projectile) || (ld->flags & ProjectileBlocking) )
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{
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if (ld->flags & ML_RAILING)
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{
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@ -938,7 +941,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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}
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else if ((ld->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING)) || // explicitly blocking everything
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(!(NotBlocked) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
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(tm.thing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
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(((tm.thing->player != NULL) || (tm.thing->flags8 & MF8_BLOCKASPLAYER)) && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
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((Projectile) && (ld->flags & ML_BLOCKPROJECTILE)) || // block projectiles
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((tm.thing->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))) // block floaters
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{
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@ -3100,7 +3103,7 @@ void FSlide::SlideTraverse(const DVector2 &start, const DVector2 &end)
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{
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goto isblocking;
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}
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if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
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if (li->flags & ML_BLOCK_PLAYERS && ((slidemo->player != NULL) || (slidemo->flags8 & MF8_BLOCKASPLAYER)))
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{
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goto isblocking;
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}
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@ -1157,7 +1157,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
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// [TN] Check wether this actor gets blocked by the line.
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if (ld->backsector != NULL &&
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!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
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&& !(ld->flags & ML_BLOCK_PLAYERS && mobj->player)
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&& !(ld->flags & ML_BLOCK_PLAYERS && (mobj->player || (mobj->flags8 & MF8_BLOCKASPLAYER)))
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&& !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
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&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
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&& (!(ld->flags & ML_3DMIDTEX) ||
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@ -316,6 +316,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7),
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DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
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DEFINE_FLAG(MF8, BLOCKASPLAYER, AActor, flags8),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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