diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 168d686fe..75df3bb3e 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -2936,7 +2936,7 @@ bool AActor::IsOkayToAttack (AActor *link) if (P_CheckSight (this, link)) { // AMageStaffFX2::IsOkayToAttack had an extra check here, generalized with a flag, - // to only allow the check to succeed if the enemy was in a ~84° FOV of the player + // to only allow the check to succeed if the enemy was in a ~84� FOV of the player if (flags3 & MF3_SCREENSEEKER) { angle_t angle = R_PointToAngle2(Friend->x, @@ -6167,25 +6167,25 @@ void PrintMiscActorInfo(AActor *query) static const char * renderstyles[]= {"None", "Normal", "Fuzzy", "SoulTrans", "OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil"}; - Printf("%s @ %p has the following flags:\n\tflags: %x", query->GetTag(), query, query->flags); + Printf("%s @ %p has the following flags:\n flags: %x", query->GetTag(), query, query->flags); for (flagi = 0; flagi <= 31; flagi++) if (query->flags & 1<flags2); + Printf("\n flags2: %x", query->flags2); for (flagi = 0; flagi <= 31; flagi++) if (query->flags2 & 1<flags3); + Printf("\n flags3: %x", query->flags3); for (flagi = 0; flagi <= 31; flagi++) if (query->flags3 & 1<flags4); + Printf("\n flags4: %x", query->flags4); for (flagi = 0; flagi <= 31; flagi++) if (query->flags4 & 1<flags5); + Printf("\n flags5: %x", query->flags5); for (flagi = 0; flagi <= 31; flagi++) if (query->flags5 & 1<flags6); + Printf("\n flags6: %x", query->flags6); for (flagi = 0; flagi <= 31; flagi++) if (query->flags6 & 1<flags7); + Printf("\n flags7: %x", query->flags7); for (flagi = 0; flagi <= 31; flagi++) if (query->flags7 & 1<