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Added MF8_SEEFRIENDLYMONSTERS.
Non-friendly monsters with this flag on will be able to attack friendly monsters on sight.
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3 changed files with 30 additions and 15 deletions
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@ -423,7 +423,8 @@ enum ActorFlag8
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MF8_MAP07BOSS2 = 0x00800000, // MBF21 boss death.
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MF8_AVOIDHAZARDS = 0x01000000, // MBF AI enhancement.
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MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
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MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalwetrust] Friendly monster will not follow players.
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MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalawetrust] Friendly monster will not follow players.
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MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
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};
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// --- mobj.renderflags ---
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@ -1555,25 +1555,32 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
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continue;
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other = NULL;
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if (link->flags & MF_FRIENDLY)
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if (lookee->flags & MF_FRIENDLY)
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{
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if (!lookee->IsFriend(link))
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if (link->flags & MF_FRIENDLY)
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{
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// This is somebody else's friend, so go after it
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other = link;
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}
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else if (link->target != NULL && !(link->target->flags & MF_FRIENDLY))
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{
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other = link->target;
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if (!(other->flags & MF_SHOOTABLE) ||
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other->health <= 0 ||
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(other->flags2 & MF2_DORMANT))
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if (!lookee->IsFriend(link))
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{
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other = NULL;;
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// This is somebody else's friend, so go after it
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other = link;
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}
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else if (link->target != NULL && !(link->target->flags & MF_FRIENDLY))
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{
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other = link->target;
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if (!(other->flags & MF_SHOOTABLE) ||
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other->health <= 0 ||
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(other->flags2 & MF2_DORMANT))
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{
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other = NULL;;
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}
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}
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}
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else
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{
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other = link;
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}
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}
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else
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else if (lookee->flags8 & MF8_SEEFRIENDLYMONSTERS && link->flags & MF_FRIENDLY)
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{
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other = link;
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}
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@ -1617,7 +1624,7 @@ int P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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{
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AActor *other;
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other = P_BlockmapSearch (actor, actor->friendlyseeblocks, LookForEnemiesInBlock, params);
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other = P_BlockmapSearch(actor, actor->friendlyseeblocks, LookForEnemiesInBlock, params);
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if (other != NULL)
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{
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@ -1726,6 +1733,12 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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} // [SP] if false, and in deathmatch, intentional fall-through
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else if (actor->flags8 & MF8_SEEFRIENDLYMONSTERS)
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{
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bool result = P_LookForEnemies (actor, allaround, params);
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if (result) return true;
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}
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if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
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actor->Level->isPrimaryLevel() &&
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@ -339,6 +339,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, AVOIDHAZARDS, AActor, flags8),
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DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
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DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8),
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DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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