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- added a BOUNCE_NotOnShootables flag that hopefully helps addressing the biggest glitch in the bouncing code.
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3 changed files with 7 additions and 0 deletions
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@ -468,6 +468,7 @@ enum ActorBounceFlag
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BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
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BOUNCE_AutoOffFloorOnly = 1<<13, // like BOUNCE_AutoOff, but only on floors
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BOUNCE_UseBounceState = 1<<14, // Use Bounce[.*] states
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BOUNCE_NotOnShootables = 1<<15, // do not bounce off shootable actors if we are a projectile. Explode instead.
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BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,
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@ -3537,6 +3537,11 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
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if ((mo->flags & MF_MISSILE) && (mo->flags2 & MF2_RIP) && BlockingMobj->flags & MF_SHOOTABLE)
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return true;
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if (BlockingMobj->flags & MF_SHOOTABLE && mo->BounceFlags & BOUNCE_NotOnShootables)
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{
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mo->bouncecount = 1; // let it explode now.
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}
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if (mo->bouncecount>0 && --mo->bouncecount == 0)
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{
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if (mo->flags & MF_MISSILE)
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@ -356,6 +356,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_NotOnShootables, DONTBOUNCEONSHOOTABLES, AActor, BounceFlags),
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};
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// These won't be accessible through bitfield variables
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