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- added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.
SVN r3527 (trunk)
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c3638eb338
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3 changed files with 9 additions and 0 deletions
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@ -331,6 +331,7 @@ enum
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MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage.
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MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage.
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -60,6 +60,7 @@
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CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
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CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
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CVAR (Bool, cl_doautoaim, false, CVAR_ARCHIVE)
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static void CheckForPushSpecial (line_t *line, int side, AActor *mobj, bool windowcheck);
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static void CheckForPushSpecial (line_t *line, int side, AActor *mobj, bool windowcheck);
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static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
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static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
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@ -3088,6 +3089,12 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
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}
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}
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dist = FixedMul (attackrange, in->frac);
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dist = FixedMul (attackrange, in->frac);
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// Don't autoaim certain special actors
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if (!cl_doautoaim && th->flags6 & MF6_NOTAUTOAIMED)
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{
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continue;
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}
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#ifdef _3DFLOORS
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#ifdef _3DFLOORS
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// we must do one last check whether the trace has crossed a 3D floor
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// we must do one last check whether the trace has crossed a 3D floor
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if (lastsector==th->Sector && th->Sector->e->XFloor.ffloors.Size())
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if (lastsector==th->Sector && th->Sector->e->XFloor.ffloors.Size())
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@ -233,6 +233,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
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DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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