BLOCKASPLAYER flag: treat non-player actors as blockable by "block players" lines

This commit is contained in:
Marisa Kirisame 2018-06-03 21:11:47 +02:00 committed by Christoph Oelckers
parent 2f6dc46f14
commit fae514f30d
4 changed files with 9 additions and 4 deletions

View file

@ -401,6 +401,7 @@ enum ActorFlag8
{ {
MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do
MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector 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 --- // --- mobj.renderflags ---

View file

@ -930,7 +930,10 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST) bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST)
|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY))); || ((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) 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 else if ((ld->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING)) || // explicitly blocking everything
(!(NotBlocked) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only (!(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 ((Projectile) && (ld->flags & ML_BLOCKPROJECTILE)) || // block projectiles
((tm.thing->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))) // block floaters ((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; 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; goto isblocking;
} }

View file

@ -1157,7 +1157,7 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
// [TN] Check wether this actor gets blocked by the line. // [TN] Check wether this actor gets blocked by the line.
if (ld->backsector != NULL && if (ld->backsector != NULL &&
!(ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) !(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) && !(ld->flags & ML_BLOCKMONSTERS && mobj->flags3 & MF3_ISMONSTER)
&& !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS)) && !((mobj->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))
&& (!(ld->flags & ML_3DMIDTEX) || && (!(ld->flags & ML_3DMIDTEX) ||

View file

@ -316,6 +316,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7), DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7),
DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8), DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
DEFINE_FLAG(MF8, BLOCKASPLAYER, AActor, flags8),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),