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- added a per-level AVOIDMELEE flag.
This already existed as a per-actor flag, but for proper MBF support it needs to be settable on a per-map basis as well.
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3 changed files with 3 additions and 1 deletions
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@ -1662,6 +1662,7 @@ MapFlagHandlers[] =
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{ "enableshadowmap", MITYPE_CLRFLAG3, LEVEL3_NOSHADOWMAP, 0 },
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{ "enableskyboxao", MITYPE_SETFLAG3, LEVEL3_SKYBOXAO, 0 },
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{ "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 },
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{ "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 },
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
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{ "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 },
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@ -258,6 +258,7 @@ enum ELevelFlags : unsigned int
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LEVEL3_E4M8SPECIAL = 0x00004000,
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LEVEL3_E4M6SPECIAL = 0x00008000,
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LEVEL3_NOSHADOWMAP = 0x00010000, // disables shadowmaps for a given level.
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LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
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};
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@ -943,7 +943,7 @@ void P_NewChaseDir(AActor * actor)
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if (target->health > 0 && !actor->IsFriend(target) && target != actor->goal)
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{ // Live enemy target
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if (actor->flags3 & MF3_AVOIDMELEE)
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if ((actor->flags3 & MF3_AVOIDMELEE) || (actor->Level->flags3 & LEVEL3_AVOIDMELEE))
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{
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bool ismeleeattacker = false;
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double dist = actor->Distance2D(target);
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