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81ebd8c8c4
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved. - Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH. Other changes: - Restored global array since blockmap is not a viable option here. - Added MAPINFO `pathing` flag which enables pathing by default. - Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled. - Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal. - Nodes now make use of MeleeRange to limit their sight checking functions. |
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.. | ||
blood.zs | ||
botstuff.zs | ||
bridge.zs | ||
camera.zs | ||
corona.zs | ||
debris.zs | ||
decal.zs | ||
dog.zs | ||
dynlights.zs | ||
fastprojectile.zs | ||
fountain.zs | ||
hatetarget.zs | ||
ice.zs | ||
itemeffects.zs | ||
mapmarker.zs | ||
movingcamera.zs | ||
randomspawner.zs | ||
secrettrigger.zs | ||
sectoraction.zs | ||
setcolor.zs | ||
sharedmisc.zs | ||
skies.zs | ||
soundenvironment.zs | ||
soundsequence.zs | ||
spark.zs | ||
specialspot.zs | ||
splashes.zs | ||
teleport.zs | ||
waterzone.zs |