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- Added new flags8 actor field. Isn't it frightening how quickly how we got to our 8th flag field?
- Speaking of frightening, added +FRIGHTENING flag.
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parent
3b20c26275
commit
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6 changed files with 18 additions and 2 deletions
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@ -398,6 +398,10 @@ enum ActorFlag7
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MF7_FORCEINFIGHTING = 0x40000000, // overrides a map setting of 'no infighting'.
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MF7_SPRITEFLIP = 0x80000000, // sprite flipped on x-axis
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};
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enum ActorFlag8
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{
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MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do
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};
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// --- mobj.renderflags ---
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enum ActorRenderFlag
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@ -517,6 +521,7 @@ typedef TFlags<ActorFlag4> ActorFlags4;
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typedef TFlags<ActorFlag5> ActorFlags5;
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typedef TFlags<ActorFlag6> ActorFlags6;
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typedef TFlags<ActorFlag7> ActorFlags7;
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typedef TFlags<ActorFlag8> ActorFlags8;
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typedef TFlags<ActorRenderFlag> ActorRenderFlags;
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typedef TFlags<ActorBounceFlag, uint16_t> ActorBounceFlags;
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DEFINE_TFLAGS_OPERATORS (ActorFlags)
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@ -526,6 +531,7 @@ DEFINE_TFLAGS_OPERATORS (ActorFlags4)
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DEFINE_TFLAGS_OPERATORS (ActorFlags5)
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DEFINE_TFLAGS_OPERATORS (ActorFlags6)
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DEFINE_TFLAGS_OPERATORS (ActorFlags7)
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DEFINE_TFLAGS_OPERATORS (ActorFlags8)
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DEFINE_TFLAGS_OPERATORS (ActorRenderFlags)
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DEFINE_TFLAGS_OPERATORS (ActorBounceFlags)
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@ -1022,6 +1028,7 @@ public:
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ActorFlags5 flags5; // OMG! We need another one.
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ActorFlags6 flags6; // Shit! Where did all the flags go?
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ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
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ActorFlags8 flags8; // I see your 8, and raise you a bet for 9.
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double Floorclip; // value to use for floor clipping
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double radius, Height; // for movement checking
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@ -3765,6 +3765,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Respawn)
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self->flags5 = defs->flags5;
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self->flags6 = defs->flags6;
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self->flags7 = defs->flags7;
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self->flags8 = defs->flags8;
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self->SetState (self->SpawnState);
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self->renderflags &= ~RF_INVISIBLE;
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@ -996,7 +996,8 @@ void P_NewChaseDir(AActor * actor)
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if (!(actor->flags6 & MF6_NOFEAR))
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{
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if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
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(actor->flags4 & MF4_FRIGHTENED))
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(actor->flags4 & MF4_FRIGHTENED) ||
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(actor->target->flags8 & MF8_FRIGHTENING))
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{
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delta = -delta;
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}
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@ -2655,7 +2656,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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// [RH] Scared monsters attack less frequently
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if (((actor->target->player == NULL ||
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!(actor->target->player->cheats & CF_FRIGHTENING)) &&
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!((actor->target->player->cheats & CF_FRIGHTENING) || (actor->target->flags8 & MF8_FRIGHTENING))) &&
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!(actor->flags4 & MF4_FRIGHTENED)) ||
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pr_scaredycat() < 43)
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{
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@ -407,6 +407,7 @@ void AActor::Serialize(FSerializer &arc)
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A("flags5", flags5)
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A("flags6", flags6)
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A("flags7", flags7)
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A("flags8", flags8)
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A("weaponspecial", weaponspecial)
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A("special1", special1)
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A("special2", special2)
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@ -8394,6 +8395,9 @@ void PrintMiscActorInfo(AActor *query)
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Printf("\n flags7: %x", query->flags7.GetValue());
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
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Printf("\n flags8: %x", query->flags8.GetValue());
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags8 & ActorFlags8::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags8));
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Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
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query->BounceFlags.GetValue(), query->bouncefactor,
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query->wallbouncefactor);
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@ -324,6 +324,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7),
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DEFINE_FLAG(MF7, SPRITEFLIP, AActor, flags7),
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DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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@ -989,6 +989,7 @@ DEFINE_PROPERTY(clearflags, 0, Actor)
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defaults->flags5 = 0;
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defaults->flags6 = 0;
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defaults->flags7 = 0;
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defaults->flags8 = 0;
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}
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//==========================================================================
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