- adapted AActor to use TFlags

This commit is contained in:
Teemu Piippo 2015-04-04 19:40:43 +03:00
parent 830a7ee003
commit ca012bc9be
17 changed files with 127 additions and 92 deletions

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@ -39,6 +39,7 @@
#include "s_sound.h"
#include "memarena.h"
#include "g_level.h"
#include "tflags.h"
struct subsector_t;
//
@ -105,10 +106,9 @@ struct subsector_t;
// Any questions?
//
enum
{
// --- mobj.flags ---
enum ActorFlag
{
MF_SPECIAL = 0x00000001, // call P_SpecialThing when touched
MF_SOLID = 0x00000002,
MF_SHOOTABLE = 0x00000004,
@ -152,8 +152,13 @@ enum
MF_STEALTH = 0x40000000, // [RH] Andy Baker's stealth monsters
MF_ICECORPSE = 0x80000000, // a frozen corpse (for blasting) [RH] was 0x800000
// --- mobj.flags2 ---
// --- dummies for unknown/unimplemented Strife flags ---
MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
};
// --- mobj.flags2 ---
enum ActorFlag2
{
MF2_DONTREFLECT = 0x00000001, // this projectile cannot be reflected
MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials
MF2_DONTSEEKINVISIBLE=0x00000004, // For seeker missiles: Don't home in on invisible/shadow targets
@ -191,9 +196,11 @@ enum
// args should not be taken from the mapthing definition
MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
MF2_REFLECTIVE = 0x80000000, // reflects missiles
};
// --- mobj.flags3 ---
enum ActorFlag3
{
MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor
MF3_CEILINGHUGGER = 0x00000002, // Missile stays on ceiling
MF3_NORADIUSDMG = 0x00000004, // Actor does not take radius damage
@ -226,9 +233,11 @@ enum
MF3_WARNBOT = 0x20000000, // Missile warns bot
MF3_PUFFONACTORS = 0x40000000, // Puff appears even when hit bleeding actors
MF3_HUNTPLAYERS = 0x80000000, // Used with TIDtoHate, means to hate players too
};
// --- mobj.flags4 ---
enum ActorFlag4
{
MF4_NOHATEPLAYERS = 0x00000001, // Ignore player attacks
MF4_QUICKTORETALIATE= 0x00000002, // Always switch targets when hurt
MF4_NOICEDEATH = 0x00000004, // Actor never enters an ice death, not even the generic one
@ -262,9 +271,12 @@ enum
MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
MF4_BOSSSPAWNED = 0x80000000, // Spawned by a boss spawn cube
};
// --- mobj.flags5 ---
enum ActorFlag5
{
MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
/* = 0x00000002, reserved for use by scripting branch */
MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
@ -298,9 +310,11 @@ enum
MF5_INCONVERSATION = 0x20000000, // Actor is having a conversation
MF5_PAINLESS = 0x40000000, // Actor always inflicts painless damage.
MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
};
// --- mobj.flags6 ---
enum ActorFlag6
{
MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
@ -333,9 +347,11 @@ enum
MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
};
// --- mobj.flags7 ---
enum ActorFlag7
{
MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
@ -354,11 +370,11 @@ enum
MF7_HITMASTER = 0x00008000, // Same as HITTARGET, except it's master instead of target.
MF7_HITTRACER = 0x00010000, // Same as HITTARGET, but for tracer.
MF7_FLYCHEAT = 0x00020000, // must be part of the actor so that it can be tracked properly
};
// --- mobj.renderflags ---
enum ActorRenderFlag
{
RF_XFLIP = 0x0001, // Flip sprite horizontally
RF_YFLIP = 0x0002, // Flip sprite vertically
RF_ONESIDED = 0x0004, // Wall/floor sprite is visible from front only
@ -387,10 +403,6 @@ enum
RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
// --- dummies for unknown/unimplemented Strife flags ---
MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
};
#define TRANSLUC25 (FRACUNIT/4)
@ -419,7 +431,7 @@ enum replace_t
ALLOW_REPLACE = 1
};
enum EBounceFlags
enum ActorBounceFlag
{
BOUNCE_Walls = 1<<0, // bounces off of walls
BOUNCE_Floors = 1<<1, // bounces off of floors
@ -473,6 +485,26 @@ enum EBounceFlags
};
// [TP] Flagset definitions
typedef TFlags<ActorFlag> ActorFlags;
typedef TFlags<ActorFlag2> ActorFlags2;
typedef TFlags<ActorFlag3> ActorFlags3;
typedef TFlags<ActorFlag4> ActorFlags4;
typedef TFlags<ActorFlag5> ActorFlags5;
typedef TFlags<ActorFlag6> ActorFlags6;
typedef TFlags<ActorFlag7> ActorFlags7;
typedef TFlags<ActorRenderFlag> ActorRenderFlags;
typedef TFlags<ActorBounceFlag, WORD> ActorBounceFlags;
DEFINE_TFLAGS_OPERATORS (ActorFlags)
DEFINE_TFLAGS_OPERATORS (ActorFlags2)
DEFINE_TFLAGS_OPERATORS (ActorFlags3)
DEFINE_TFLAGS_OPERATORS (ActorFlags4)
DEFINE_TFLAGS_OPERATORS (ActorFlags5)
DEFINE_TFLAGS_OPERATORS (ActorFlags6)
DEFINE_TFLAGS_OPERATORS (ActorFlags7)
DEFINE_TFLAGS_OPERATORS (ActorRenderFlags)
DEFINE_TFLAGS_OPERATORS (ActorBounceFlags)
// Used to affect the logic for thing activation through death, USESPECIAL and BUMPSPECIAL
// "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it
enum EThingSpecialActivationType
@ -838,7 +870,7 @@ public:
BYTE frame; // sprite frame to draw
fixed_t scaleX, scaleY; // Scaling values; FRACUNIT is normal size
FRenderStyle RenderStyle; // Style to draw this actor with
DWORD renderflags; // Different rendering flags
ActorRenderFlags renderflags; // Different rendering flags
FTextureID picnum; // Draw this instead of sprite if valid
DWORD effects; // [RH] see p_effect.h
fixed_t alpha;
@ -864,13 +896,13 @@ public:
FState *state;
SDWORD Damage; // For missiles and monster railgun
int projectileKickback;
DWORD flags;
DWORD flags2; // Heretic flags
DWORD flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
DWORD flags4; // [RH] Even more flags!
DWORD flags5; // OMG! We need another one.
DWORD flags6; // Shit! Where did all the flags go?
DWORD flags7; // WHO WANTS TO BET ON 8!?
ActorFlags flags;
ActorFlags2 flags2; // Heretic flags
ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
ActorFlags4 flags4; // [RH] Even more flags!
ActorFlags5 flags5; // OMG! We need another one.
ActorFlags6 flags6; // Shit! Where did all the flags go?
ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
DWORD VisibleToTeam;
@ -916,7 +948,7 @@ public:
BYTE boomwaterlevel; // splash information for non-swimmable water sectors
BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
WORD BounceFlags; // which bouncing type?
ActorBounceFlags BounceFlags; // which bouncing type?
DWORD SpawnFlags; // Increased to DWORD because of Doom 64
fixed_t meleerange; // specifies how far a melee attack reaches.
fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore

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@ -544,7 +544,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
// creating side-effects during gameplay.
bool FCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FCheckPosition &tm)
{
int savedFlags = actor->flags;
ActorFlags savedFlags = actor->flags;
actor->flags &= ~MF_PICKUP;
bool res = P_CheckPosition (actor, x, y, tm);
actor->flags = savedFlags;

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@ -1135,31 +1135,31 @@ static int PatchThing (int thingy)
// triggering line effects and can teleport when the missile flag is removed.
info->flags2 &= ~MF2_NOTELEPORT;
}
info->flags = value[0];
info->flags = ActorFlags::FromInt (value[0]);
}
if (vchanged[1])
{
info->flags2 = value[1];
info->flags2 = ActorFlags2::FromInt (value[1]);
if (info->flags2 & 0x00000004) // old BOUNCE1
{
info->flags2 &= ~4;
info->flags2 &= ActorFlags2::FromInt (~4);
info->BounceFlags = BOUNCE_DoomCompat;
}
// Damage types that once were flags but now are not
if (info->flags2 & 0x20000000)
{
info->DamageType = NAME_Ice;
info->flags2 &= ~0x20000000;
info->flags2 &= ActorFlags2::FromInt (~0x20000000);
}
if (info->flags2 & 0x10000)
{
info->DamageType = NAME_Fire;
info->flags2 &= ~0x10000;
info->flags2 &= ActorFlags2::FromInt (~0x10000);
}
if (info->flags2 & 1)
{
info->gravity = FRACUNIT/4;
info->flags2 &= ~1;
info->flags2 &= ActorFlags2::FromInt (~1);
}
}
if (vchanged[2])

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@ -1216,11 +1216,14 @@ void FParser::SF_ObjFlag(void)
if(mo && flagnum<26) // nullptr check
{
DWORD tempflags = mo->flags;
// remove old bit
mo->flags &= ~(1 << flagnum);
tempflags &= ~(1 << flagnum);
// make the new flag
mo->flags |= (!!intvalue(t_argv[2])) << flagnum;
tempflags |= (!!intvalue(t_argv[2])) << flagnum;
mo->flags = ActorFlags::FromInt (tempflags);
}
}
t_return.type = svt_int;

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@ -228,7 +228,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
mo->angle = pmo->angle;
mo->player = player;
mo->reactiontime = 18;
mo->flags = pmo->special2 & ~MF_JUSTHIT;
mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
mo->velx = 0;
mo->vely = 0;
player->velx = 0;
@ -438,7 +438,7 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
actor->SetOrigin (beast->x, beast->y, beast->z);
actor->flags |= MF_SOLID;
beast->flags &= ~MF_SOLID;
int beastflags6 = beast->flags6;
ActorFlags6 beastflags6 = beast->flags6;
beast->flags6 &= ~MF6_TOUCHY;
if (!force && !P_TestMobjLocation (actor))
{ // Didn't fit

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@ -603,9 +603,9 @@ void AActorMover::Deactivate (AActor *activator)
if (tracer != NULL)
{
tracer->UnlinkFromWorld ();
tracer->flags = special1;
tracer->flags = ActorFlags::FromInt (special1);
tracer->LinkToWorld ();
tracer->flags2 = special2;
tracer->flags2 = ActorFlags2::FromInt (special2);
}
}
}

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@ -202,7 +202,7 @@ public:
TObjPtr<AActor> UnmorphedMe;
int UnmorphTime, MorphStyle;
const PClass *MorphExitFlash;
DWORD FlagsSave;
ActorFlags FlagsSave;
};
class AMapMarker : public AActor

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@ -3387,7 +3387,7 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
if (actor != NULL)
{
DWORD oldFlags2 = actor->flags2;
ActorFlags2 oldFlags2 = actor->flags2;
actor->flags2 |= MF2_PASSMOBJ;
if (force || P_TestMobjLocation (actor))
{

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@ -894,5 +894,5 @@ void ACustomSprite::BeginPlay ()
if (cstat & 8)
renderflags |= RF_YFLIP;
// set face/wall/floor flags
renderflags |= ((cstat >> 4) & 3) << 12;
renderflags |= ActorRenderFlags::FromInt (((cstat >> 4) & 3) << 12);
}

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@ -2573,7 +2573,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
fixed_t oldheight = corpsehit->height;
fixed_t oldradius = corpsehit->radius;
int oldflags = corpsehit->flags;
ActorFlags oldflags = corpsehit->flags;
corpsehit->flags |= MF_SOLID;
corpsehit->height = corpsehit->GetDefault()->height;

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@ -1590,7 +1590,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, bool actorsonly)
bool P_TestMobjLocation(AActor *mobj)
{
int flags;
ActorFlags flags;
flags = mobj->flags;
mobj->flags &= ~MF_PICKUP;
@ -4916,7 +4916,7 @@ EXTERN_CVAR(Int, cl_bloodtype)
bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
{
int flags2 = thing->flags2 & MF2_PASSMOBJ;
ActorFlags2 flags2 = thing->flags2 & MF2_PASSMOBJ;
FCheckPosition tm;
if ((thing->flags2 & MF2_PASSMOBJ) && (thing->flags3 & MF3_ISMONSTER))

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@ -481,7 +481,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
}
state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
renderflags = (renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (newstate->GetFullbright());
newsprite = newstate->sprite;
if (newsprite != SPR_FIXED)
{ // okay to change sprite and/or frame
@ -3940,7 +3940,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
actor->sprite = st->sprite;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
if (G_SkillProperty(SKILLP_FastMonsters))
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);

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@ -97,7 +97,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
if (mobj != NULL)
{
DWORD oldFlags2 = mobj->flags2;
ActorFlags2 oldFlags2 = mobj->flags2;
mobj->flags2 |= MF2_PASSMOBJ;
if (P_TestMobjLocation (mobj))
{
@ -440,7 +440,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser)
// [RH] Check against real height and radius
fixed_t oldheight = thing->height;
fixed_t oldradius = thing->radius;
int oldflags = thing->flags;
ActorFlags oldflags = thing->flags;
thing->flags |= MF_SOLID;
thing->height = info->height; // [RH] Use real height
@ -479,7 +479,7 @@ bool P_Thing_CanRaise(AActor *thing)
AActor *info = thing->GetDefault();
// Check against real height and radius
int oldflags = thing->flags;
ActorFlags oldflags = thing->flags;
fixed_t oldheight = thing->height;
fixed_t oldradius = thing->radius;

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@ -790,7 +790,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
P_FindParticleSubsectors ();
WallCycles.Clock();
DWORD savedflags = camera->renderflags;
ActorRenderFlags savedflags = camera->renderflags;
// Never draw the player unless in chasecam mode
if (!r_showviewer)
{

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@ -2023,10 +2023,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
mo->RenderStyle = self->RenderStyle;
}
if (flags & SIXF_TRANSFERSPRITEFRAME)
{
mo->sprite = self->sprite;
mo->frame = self->frame;
if (flags & SIXF_TRANSFERSPRITEFRAME)
{
mo->sprite = self->sprite;
mo->frame = self->frame;
}
if (flags & SIXF_TRANSFERROLL)
@ -3766,7 +3766,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
}
else
{
DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset);
ActorFlags *flagp = (ActorFlags*) (((char*)self) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
@ -4029,19 +4029,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
}
//===========================================================================
//
// [Nash] A_SetRoll
//
// Set actor's roll (in degrees).
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
{
ACTION_PARAM_START(3);
ACTION_PARAM_ANGLE(roll, 0);
ACTION_PARAM_INT(flags, 1);
//===========================================================================
//
// [Nash] A_SetRoll
//
// Set actor's roll (in degrees).
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
{
ACTION_PARAM_START(3);
ACTION_PARAM_ANGLE(roll, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_INT(ptr, 2);
AActor *ref = COPY_AAPTR(self, ptr);
@ -4050,9 +4050,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
{
ACTION_SET_RESULT(false);
return;
}
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
}
}
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
}
//===========================================================================
//

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@ -60,7 +60,7 @@ static TArray<FVariableInfo*> variables;
#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1, 0 }
#define DEFINE_DUMMY_FLAG(name) { DEPF_UNUSED, #name, -1, 0 }
static FFlagDef ActorFlags[]=
static FFlagDef ActorFlagDefs[]=
{
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
@ -302,7 +302,7 @@ static FFlagDef ActorFlags[]=
DEFINE_DUMMY_FLAG(EXPLODEONDEATH), // seems useless
};
static FFlagDef InventoryFlags[] =
static FFlagDef InventoryFlagDefs[] =
{
// Inventory flags
DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
@ -329,7 +329,7 @@ static FFlagDef InventoryFlags[] =
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};
static FFlagDef WeaponFlags[] =
static FFlagDef WeaponFlagDefs[] =
{
// Weapon flags
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
@ -356,7 +356,7 @@ static FFlagDef WeaponFlags[] =
DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL),
};
static FFlagDef PlayerPawnFlags[] =
static FFlagDef PlayerPawnFlagDefs[] =
{
// PlayerPawn flags
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
@ -364,7 +364,7 @@ static FFlagDef PlayerPawnFlags[] =
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
};
static FFlagDef PowerSpeedFlags[] =
static FFlagDef PowerSpeedFlagDefs[] =
{
// PowerSpeed flags
DEFINE_FLAG(PSF, NOTRAIL, APowerSpeed, SpeedFlags),
@ -372,11 +372,11 @@ static FFlagDef PowerSpeedFlags[] =
static const struct FFlagList { const PClass *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
{
{ RUNTIME_CLASS(AActor), ActorFlags, countof(ActorFlags) },
{ RUNTIME_CLASS(AInventory), InventoryFlags, countof(InventoryFlags) },
{ RUNTIME_CLASS(AWeapon), WeaponFlags, countof(WeaponFlags) },
{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlags,countof(PlayerPawnFlags) },
{ RUNTIME_CLASS(APowerSpeed), PowerSpeedFlags,countof(PowerSpeedFlags) },
{ RUNTIME_CLASS(AActor), ActorFlagDefs, countof(ActorFlagDefs) },
{ RUNTIME_CLASS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs) },
{ RUNTIME_CLASS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs) },
{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs) },
{ RUNTIME_CLASS(APowerSpeed), PowerSpeedFlagDefs, countof(PowerSpeedFlagDefs) },
};
#define NUM_FLAG_LISTS (countof(FlagLists))
@ -463,11 +463,11 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
const char *GetFlagName(unsigned int flagnum, int flagoffset)
{
for(unsigned i = 0; i < countof(ActorFlags); i++)
for(unsigned i = 0; i < countof(ActorFlagDefs); i++)
{
if (ActorFlags[i].flagbit == flagnum && ActorFlags[i].structoffset == flagoffset)
if (ActorFlagDefs[i].flagbit == flagnum && ActorFlagDefs[i].structoffset == flagoffset)
{
return ActorFlags[i].name;
return ActorFlagDefs[i].name;
}
}
return "(unknown)"; // return something printable

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@ -1062,7 +1062,7 @@ DEFINE_PROPERTY(bloodtype, Sss, Actor)
DEFINE_PROPERTY(bouncetype, S, Actor)
{
static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", "Grenade", "Classic", NULL };
static const int flags[] = { BOUNCE_None,
static const ActorBounceFlag flags[] = { BOUNCE_None,
BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen,
BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat,
BOUNCE_Grenade, BOUNCE_Classic, };
@ -1322,13 +1322,13 @@ DEFINE_PROPERTY(species, S, Actor)
//==========================================================================
DEFINE_PROPERTY(clearflags, 0, Actor)
{
defaults->flags =
defaults->flags3 =
defaults->flags4 =
defaults->flags5 =
defaults->flags6 =
defaults->flags7 = 0;
defaults->flags = 0;
defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared
defaults->flags3 = 0;
defaults->flags4 = 0;
defaults->flags5 = 0;
defaults->flags6 = 0;
defaults->flags7 = 0;
}
//==========================================================================