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- moved NOTELESTOMP to flags7. When committing I was accidentally on maint instead of master and in master flags6 was already full.
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5 changed files with 13 additions and 4 deletions
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@ -332,7 +332,11 @@ enum
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_NOTELESTOMP = 0x80000000, // cannot telefrag under any circumstances (even when set by MAPINFO)
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// --- mobj.flags6 ---
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MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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// --- mobj.renderflags ---
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@ -1508,6 +1508,9 @@ bool AActor::OkayToSwitchTarget (AActor *other)
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if (other == this)
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return false; // [RH] Don't hate self (can happen when shooting barrels)
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if (other->flags7 & MF7_NEVERTARGET)
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return false; // never EVER target me!
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if (!(other->flags & MF_SHOOTABLE))
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return false; // Don't attack things that can't be hurt
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@ -334,7 +334,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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spechit.Clear ();
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bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags6 & MF6_NOTELESTOMP);
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bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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@ -830,7 +830,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt
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flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
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FriendPlayer = other->FriendPlayer;
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DesignatedTeam = other->DesignatedTeam;
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
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{
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// LastHeard must be set as well so that A_Look can react to the new target if called
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LastHeard = target = other->target;
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@ -235,7 +235,9 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, NOTELESTOMP, AActor, flags6),
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DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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