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- added HARMFRIENDS flag.
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3 changed files with 19 additions and 14 deletions
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@ -341,6 +341,7 @@ enum
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MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
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MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
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MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
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MF7_HARMFRIENDS = 0x00000020, // is allowed to harm friendly monsters.
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// --- mobj.renderflags ---
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@ -1111,9 +1111,11 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
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// cases where they are clearly supposed to do that
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if (thing->IsFriend(tm.thing->target))
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{
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// Friends never harm each other
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return false;
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// Friends never harm each other, unless the shooter has the HARMFRIENDS set.
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if (!(thing->flags7 & MF7_HARMFRIENDS)) return false;
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}
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else
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{
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if (thing->TIDtoHate != 0 && thing->TIDtoHate == tm.thing->target->TIDtoHate)
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{
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// [RH] Don't hurt monsters that hate the same thing as you do
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@ -1133,6 +1135,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
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}
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}
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}
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}
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// else if (infight==1) any shot hurts anything - no further tests
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}
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}
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@ -241,6 +241,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
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DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
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DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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