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- add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies.
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4 changed files with 7 additions and 1 deletions
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@ -1169,6 +1169,7 @@ public:
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int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
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int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
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FString * Tag; // Strife's tag name.
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FString * Tag; // Strife's tag name.
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int DesignatedTeam; // Allow for friendly fire cacluations to be done on non-players.
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int DesignatedTeam; // Allow for friendly fire cacluations to be done on non-players.
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int friendlyseeblocks; // allow to override friendly search distance calculation
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AActor *BlockingMobj; // Actor that blocked the last move
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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@ -1704,7 +1704,7 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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{
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{
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AActor *other;
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AActor *other;
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other = P_BlockmapSearch (actor, 10, LookForEnemiesInBlock, params);
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other = P_BlockmapSearch (actor, actor->friendlyseeblocks, LookForEnemiesInBlock, params);
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if (other != NULL)
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if (other != NULL)
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{
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{
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@ -355,6 +355,7 @@ DEFINE_FIELD(AActor, BloodColor)
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DEFINE_FIELD(AActor, BloodTranslation)
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DEFINE_FIELD(AActor, BloodTranslation)
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DEFINE_FIELD(AActor, RenderHidden)
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DEFINE_FIELD(AActor, RenderHidden)
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DEFINE_FIELD(AActor, RenderRequired)
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DEFINE_FIELD(AActor, RenderRequired)
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DEFINE_FIELD(AActor, friendlyseeblocks)
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//==========================================================================
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//==========================================================================
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//
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//
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@ -533,6 +534,7 @@ void AActor::Serialize(FSerializer &arc)
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A("stealthalpha", StealthAlpha)
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A("stealthalpha", StealthAlpha)
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A("renderhidden", RenderHidden)
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A("renderhidden", RenderHidden)
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A("renderrequired", RenderRequired);
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A("renderrequired", RenderRequired);
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A("friendlyseeblocks", friendlyseeblocks);
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}
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}
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#undef A
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#undef A
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@ -203,6 +203,7 @@ class Actor : Thinker native
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native readonly int BloodTranslation;
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native readonly int BloodTranslation;
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native int RenderHidden;
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native int RenderHidden;
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native int RenderRequired;
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native int RenderRequired;
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native readonly int FriendlySeeBlocks;
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meta String Obituary; // Player was killed by this actor
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meta String Obituary; // Player was killed by this actor
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meta String HitObituary; // Player was killed by this actor in melee
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meta String HitObituary; // Player was killed by this actor in melee
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@ -292,6 +293,7 @@ class Actor : Thinker native
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property RipLevelMax: RipLevelMax;
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property RipLevelMax: RipLevelMax;
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property RenderHidden: RenderHidden;
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property RenderHidden: RenderHidden;
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property RenderRequired: RenderRequired;
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property RenderRequired: RenderRequired;
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property FriendlySeeBlocks: FriendlySeeBlocks;
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// need some definition work first
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// need some definition work first
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//FRenderStyle RenderStyle;
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//FRenderStyle RenderStyle;
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@ -372,6 +374,7 @@ class Actor : Thinker native
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BurnHeight -1;
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BurnHeight -1;
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RenderHidden 0;
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RenderHidden 0;
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RenderRequired 0;
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RenderRequired 0;
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FriendlySeeBlocks 10; // 10 (blocks) * 128 (one map unit block)
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}
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}
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// Functions
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// Functions
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