diff --git a/src/actor.h b/src/actor.h index 863e4fb46a..2199c205ed 100644 --- a/src/actor.h +++ b/src/actor.h @@ -401,6 +401,7 @@ enum ActorFlag8 { MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector + MF8_BLOCKASPLAYER = 0x00000004, // actor is blocked by player-blocking lines even if not a player }; // --- mobj.renderflags --- diff --git a/src/p_map.cpp b/src/p_map.cpp index 8a71349674..8181df71b3 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -930,7 +930,10 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST) || ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY))); - if (!(Projectile) || (ld->flags & (ML_BLOCKEVERYTHING | ML_BLOCKPROJECTILE))) + uint32_t ProjectileBlocking = ML_BLOCKEVERYTHING | ML_BLOCKPROJECTILE; + if ( tm.thing->flags8 & MF8_BLOCKASPLAYER ) ProjectileBlocking |= ML_BLOCK_PLAYERS | ML_BLOCKING; + + if (!(Projectile) || (ld->flags & ProjectileBlocking) ) { if (ld->flags & ML_RAILING) { @@ -938,7 +941,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec } else if ((ld->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING)) || // explicitly blocking everything (!(NotBlocked) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only - (tm.thing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players + (((tm.thing->player != NULL) || (tm.thing->flags8 & MF8_BLOCKASPLAYER)) && (ld->flags & ML_BLOCK_PLAYERS)) || // block players ((Projectile) && (ld->flags & ML_BLOCKPROJECTILE)) || // block projectiles ((tm.thing->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))) // block floaters { @@ -3100,7 +3103,7 @@ void FSlide::SlideTraverse(const DVector2 &start, const DVector2 &end) { goto isblocking; } - if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL) + if (li->flags & ML_BLOCK_PLAYERS && ((slidemo->player != NULL) || (slidemo->flags8 & MF8_BLOCKASPLAYER))) { goto isblocking; } diff --git a/src/po_man.cpp b/src/po_man.cpp index 76355d4db5..ca12120de8 100644 --- a/src/po_man.cpp +++ b/src/po_man.cpp @@ -1157,7 +1157,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd) // [TN] Check wether this actor gets blocked by the line. if (ld->backsector != NULL && !(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) - && !(ld->flags & ML_BLOCK_PLAYERS && mobj->player) + && !(ld->flags & ML_BLOCK_PLAYERS && (mobj->player || (mobj->flags8 & MF8_BLOCKASPLAYER))) && !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER) && !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS)) && (!(ld->flags & ML_3DMIDTEX) || diff --git a/src/scripting/thingdef_data.cpp b/src/scripting/thingdef_data.cpp index 002c0a81a0..1416cbc7aa 100644 --- a/src/scripting/thingdef_data.cpp +++ b/src/scripting/thingdef_data.cpp @@ -316,6 +316,7 @@ static FFlagDef ActorFlagDefs[]= DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7), DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8), + DEFINE_FLAG(MF8, BLOCKASPLAYER, AActor, flags8), // Effect flags DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),