diff --git a/src/g_level.h b/src/g_level.h index 496c5c0f4..60b371ba0 100644 --- a/src/g_level.h +++ b/src/g_level.h @@ -565,6 +565,7 @@ enum ESkillProperty SKILLP_ArmorFactor, SKILLP_EasyKey, SKILLP_SlowMonsters, + SKILLP_Infight, }; int G_SkillProperty(ESkillProperty prop); const char * G_SkillName(); @@ -602,6 +603,7 @@ struct FSkillInfo fixed_t MonsterHealth; fixed_t FriendlyHealth; bool NoPain; + int Infighting; fixed_t ArmorFactor; FSkillInfo() {} diff --git a/src/g_skill.cpp b/src/g_skill.cpp index ddfdbb4cc..718f1cd00 100644 --- a/src/g_skill.cpp +++ b/src/g_skill.cpp @@ -83,6 +83,7 @@ void FMapInfoParser::ParseSkill () skill.FriendlyHealth = FRACUNIT; skill.NoPain = false; skill.ArmorFactor = FRACUNIT; + skill.Infighting = 0; sc.MustGetString(); skill.Name = sc.String; @@ -266,6 +267,14 @@ void FMapInfoParser::ParseSkill () sc.MustGetFloat(); skill.ArmorFactor = FLOAT2FIXED(sc.Float); } + else if (sc.Compare("NoInfighting")) + { + skill.Infighting = LEVEL2_NOINFIGHTING; + } + else if (sc.Compare("TotalInfighting")) + { + skill.Infighting = LEVEL2_TOTALINFIGHTING; + } else if (sc.Compare("DefaultSkill")) { if (DefaultSkill >= 0) @@ -384,6 +393,14 @@ int G_SkillProperty(ESkillProperty prop) case SKILLP_ArmorFactor: return AllSkills[gameskill].ArmorFactor; + + case SKILLP_Infight: + // This property also needs to consider the level flags for the same info. + if (level.flags2 & LEVEL2_TOTALINFIGHTING) return 1; + if (level.flags2 & LEVEL2_NOINFIGHTING) return -1; + if (AllSkills[gameskill].Infighting == LEVEL2_TOTALINFIGHTING) return 1; + if (AllSkills[gameskill].Infighting == LEVEL2_NOINFIGHTING) return -1; + return infighting; } } return 0; diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 25724172c..203d1688d 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -1639,10 +1639,8 @@ bool AActor::OkayToSwitchTarget (AActor *other) int infight; if (flags5 & MF5_NOINFIGHTING) infight=-1; - else if (level.flags2 & LEVEL2_TOTALINFIGHTING) infight=1; - else if (level.flags2 & LEVEL2_NOINFIGHTING) infight=-1; - else infight = infighting; - + else infight = G_SkillProperty(SKILLP_Infight); + if (infight < 0 && other->player == NULL && !IsHostile (other)) { return false; // infighting off: Non-friendlies don't target other non-friendlies diff --git a/src/p_map.cpp b/src/p_map.cpp index e8e5d6c84..5dd0967b9 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -938,10 +938,7 @@ static bool CanAttackHurt(AActor *victim, AActor *shooter) // to harm / be harmed by anything. if (!victim->player && !shooter->player) { - int infight; - if (level.flags2 & LEVEL2_TOTALINFIGHTING) infight = 1; - else if (level.flags2 & LEVEL2_NOINFIGHTING) infight = -1; - else infight = infighting; + int infight = G_SkillProperty(SKILLP_Infight); if (infight < 0) {