Added +NODECAL and +FORCEDECAL actor flags

Added FHF_NOIMPACTDECAL for LineAttack
This commit is contained in:
Benjamin Moir 2015-01-20 12:05:00 +10:30
parent 845bcdf14c
commit 6dff8da503
5 changed files with 19 additions and 7 deletions

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@ -353,8 +353,8 @@ enum
MF7_HITTARGET = 0x00004000, // The actor the projectile dies on is set to target, provided it's targetable anyway. MF7_HITTARGET = 0x00004000, // The actor the projectile dies on is set to target, provided it's targetable anyway.
MF7_HITMASTER = 0x00008000, // Same as HITTARGET, except it's master instead of target. MF7_HITMASTER = 0x00008000, // Same as HITTARGET, except it's master instead of target.
MF7_HITTRACER = 0x00010000, // Same as HITTARGET, but for tracer. MF7_HITTRACER = 0x00010000, // Same as HITTARGET, but for tracer.
MF7_NODECAL = 0x00020000, // [ZK] Forces puff to have no impact decal
MF7_FORCEDECAL = 0x00040000, // [ZK] Forces P_LineAttack to use the puff's decal, even if the player's weapon has a decal defined
// --- mobj.renderflags --- // --- mobj.renderflags ---

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@ -113,8 +113,9 @@ FRandom pr_acs ("ACS");
#define NOT_FLOOR 8 #define NOT_FLOOR 8
#define NOT_CEILING 16 #define NOT_CEILING 16
// LineAtack flags // LineAttack flags
#define FHF_NORANDOMPUFFZ 1 #define FHF_NORANDOMPUFFZ 1
#define FHF_NOIMPACTDECAL 2
// SpawnDecal flags // SpawnDecal flags
#define SDF_ABSANGLE 1 #define SDF_ABSANGLE 1
@ -5398,7 +5399,9 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
fixed_t range = argCount > 6 && args[6]? args[6] : MISSILERANGE; fixed_t range = argCount > 6 && args[6]? args[6] : MISSILERANGE;
int flags = argCount > 7 && args[7]? args[7] : 0; int flags = argCount > 7 && args[7]? args[7] : 0;
int fhflags = (flags & FHF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0; int fhflags = 0;
if (flags & FHF_NORANDOMPUFFZ) fhflags |= LAF_NORANDOMPUFFZ;
if (flags & FHF_NOIMPACTDECAL) fhflags |= LAF_NOIMPACTDECAL;
if (args[0] == 0) if (args[0] == 0)
{ {

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@ -459,7 +459,8 @@ enum // P_AimLineAttack flags
enum // P_LineAttack flags enum // P_LineAttack flags
{ {
LAF_ISMELEEATTACK = 1, LAF_ISMELEEATTACK = 1,
LAF_NORANDOMPUFFZ = 2 LAF_NORANDOMPUFFZ = 2,
LAF_NOIMPACTDECAL = 4
}; };
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL); AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);

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@ -3714,13 +3714,17 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
} }
// [RH] Spawn a decal // [RH] Spawn a decal
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon) if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon && !(flags & LAF_NOIMPACTDECAL) && !(puffDefaults->flags7 & MF7_NODECAL))
{ {
// [TN] If the actor or weapon has a decal defined, use that one. // [TN] If the actor or weapon has a decal defined, use that one.
if (t1->DecalGenerator != NULL || if (t1->DecalGenerator != NULL ||
(t1->player != NULL && t1->player->ReadyWeapon != NULL && t1->player->ReadyWeapon->DecalGenerator != NULL)) (t1->player != NULL && t1->player->ReadyWeapon != NULL && t1->player->ReadyWeapon->DecalGenerator != NULL))
{ {
SpawnShootDecal(t1, trace); // [ZK] If puff has FORCEDECAL set, do not use the weapon's decal
if (puffDefaults->flags7 & MF7_FORCEDECAL && puff != NULL && puff->DecalGenerator)
SpawnShootDecal(puff, trace);
else
SpawnShootDecal(t1, trace);
} }
// Else, look if the bulletpuff has a decal defined. // Else, look if the bulletpuff has a decal defined.

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@ -253,6 +253,10 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF7, HITTARGET, AActor, flags7), DEFINE_FLAG(MF7, HITTARGET, AActor, flags7),
DEFINE_FLAG(MF7, HITMASTER, AActor, flags7), DEFINE_FLAG(MF7, HITMASTER, AActor, flags7),
DEFINE_FLAG(MF7, HITTRACER, AActor, flags7), DEFINE_FLAG(MF7, HITTRACER, AActor, flags7),
// [ZK] Decal flags
DEFINE_FLAG(MF7, NODECAL, AActor, flags7),
DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),