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Added CBF_NOACTORS to A_CheckBlock.
- Self explanatory, doesn't count actors as blocking them.
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7f672039bf
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2 changed files with 7 additions and 3 deletions
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@ -6683,12 +6683,13 @@ The SET pointer flags only affect the caller, not the pointer.
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===========================================================================*/
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enum CBF
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{
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CBF_NOLINES = 1 << 0, //Don't check actors.
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CBF_NOLINES = 1 << 0, //Don't check lines.
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CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
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CBF_SETMASTER = 1 << 2, //^ but with master.
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CBF_SETTRACER = 1 << 3, //^ but with tracer.
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CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
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CBF_DROPOFF = 1 << 5, //Check for dropoffs.
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CBF_NOACTORS = 1 << 6, //Don't check actors.
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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@ -6731,8 +6732,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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{
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ACTION_RETURN_STATE(NULL);
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}
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//[MC] Easiest way to tell if an actor is blocking it, use the pointers.
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if (mobj->BlockingMobj || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
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//[MC] I don't know why I let myself be persuaded not to include a flag.
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//If an actor is loaded with pointers, they don't really have any options to spare.
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if ((!(flags & CBF_NOACTORS) && (mobj->BlockingMobj)) || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
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{
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ACTION_RETURN_STATE(block);
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}
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@ -526,6 +526,7 @@ enum
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CBF_SETTRACER = 1 << 3, //^ but with tracer.
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CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
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CBF_DROPOFF = 1 << 5, //Check for dropoffs.
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CBF_NOACTORS = 1 << 6, //Don't check actors.
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};
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enum
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