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- added MF5_NOFORWARDFALL flag to prevent attacks from making its victim fall forward randomly.
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3 changed files with 5 additions and 2 deletions
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@ -268,7 +268,7 @@ enum
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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/* = 0x00000002, */
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/* = 0x00000002, */
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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/* = 0x00000008, */
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MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
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MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
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MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
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MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
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MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
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MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
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MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
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@ -1143,7 +1143,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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&& (pr_damagemobj()&1)
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&& (pr_damagemobj()&1)
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// [RH] But only if not too fast and not flying
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// [RH] But only if not too fast and not flying
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&& thrust < 10*FRACUNIT
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&& thrust < 10*FRACUNIT
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&& !(target->flags & MF_NOGRAVITY))
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&& !(target->flags & MF_NOGRAVITY)
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&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
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)
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{
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{
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ang += ANG180;
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ang += ANG180;
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thrust *= 4;
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thrust *= 4;
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@ -184,6 +184,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
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DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
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DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
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DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
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