This commit is contained in:
Major Cooke 2022-05-21 13:14:00 -05:00
parent 36bfb54547
commit c72c203b24
4 changed files with 47 additions and 0 deletions

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@ -425,6 +425,7 @@ enum ActorFlag8
MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalawetrust] Friendly monster will not follow players.
MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
MF8_CROSSLINECHECK = 0x10000000, // [MC]Enables CanCrossLine virtual
};
// --- mobj.renderflags ---

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@ -155,6 +155,38 @@ bool P_CanCollideWith(AActor *tmthing, AActor *thing)
return true;
}
//==========================================================================
//
// CanCrossLine
//
// Checks if an actor can cross a line after all checks are processed.
// If false, the line blocks them.
//==========================================================================
bool P_CanCrossLine(AActor *mo, line_t *line, DVector3 next)
{
static unsigned VIndex = ~0u;
if (VIndex == ~0u)
{
VIndex = GetVirtualIndex(RUNTIME_CLASS(AActor), "CanCrossLine");
assert(VIndex != ~0u);
}
VMValue params[] = { mo, line, next.X, next.Y, next.Z, false };
VMReturn ret;
int retval;
ret.IntAt(&retval);
auto clss = mo->GetClass();
VMFunction *func = clss->Virtuals.Size() > VIndex ? clss->Virtuals[VIndex] : nullptr;
if (func != nullptr)
{
VMCall(func, params, countof(params), &ret, 1);
return retval;
}
return true;
}
//==========================================================================
//
// FindRefPoint
@ -953,6 +985,13 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
}
}
if ((tm.thing->flags8 & MF8_CROSSLINECHECK) && !P_CanCrossLine(tm.thing, ld, tm.pos))
{
if (wasfit)
tm.thing->BlockingLine = ld;
return false;
}
// If the floor planes on both sides match we should recalculate open.bottom at the actual position we are checking
// This is to avoid bumpy movement when crossing a linedef with the same slope on both sides.
// This should never narrow down the opening, though, only widen it.

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@ -340,6 +340,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8),
DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
DEFINE_FLAG(MF8, CROSSLINECHECK, AActor, flags8),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

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@ -506,6 +506,12 @@ class Actor : Thinker native
return true;
}
// Called by PIT_CheckLine to check if an actor can cross a line.
virtual bool CanCrossLine(Line crossing, Vector3 next)
{
return true;
}
// Called by revival/resurrection to check if one can resurrect the other.
// "other" can be null when not passive.
virtual bool CanResurrect(Actor other, bool passive)