- added 'revealed on automap' linedef flag, UDMF only

https://forum.zdoom.org/viewtopic.php?t=59808
This commit is contained in:
RockstarRaccoon 2018-05-19 09:31:22 +03:00 committed by Christoph Oelckers
parent 0c4a08460f
commit 90cb0b3215
4 changed files with 7 additions and 1 deletions

View file

@ -2658,7 +2658,7 @@ void AM_drawWalls (bool allmap)
AM_drawMline(&l, AMColors.TSWallColor);
}
}
else if (allmap)
else if (allmap || (line.flags & ML_REVEALED))
{
if ((line.flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
{

View file

@ -170,6 +170,7 @@ enum ELineFlags : unsigned
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
ML_REVEALED = 0x20000000, // set if revealed in automap
ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
};

View file

@ -537,6 +537,7 @@ xx(Repeatspecial)
xx(Conversation)
xx(Locknumber)
xx(Midtex3dimpassible)
xx(Revealed)
xx(Playercross)
xx(Playeruse)

View file

@ -1107,6 +1107,10 @@ public:
Flag(ld->flags, ML_3DMIDTEX_IMPASS, key);
continue;
case NAME_Revealed:
Flag(ld->flags, ML_REVEALED, key);
continue;
case NAME_MoreIds:
// delay parsing of the tag string until parsing of the sector is complete
// This ensures that the ID is always the first tag in the list.