Fix the "fix for flying/jumping monsters getting stuck in water".

In C and Lunatic, split 'jumptoplayer' of enum amoveflags_t / action.MOVFLAGS
into 'jumptoplayer_bits' and 'jumptoplayer_only' (see updated Lunatic doc).

git-svn-id: https://svn.eduke32.com/eduke32@4378 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-03-16 14:37:52 +00:00
parent 40fd4968bb
commit 10a0e82736
4 changed files with 12 additions and 6 deletions

View File

@ -61,7 +61,8 @@ enum amoveflags_t {
spin = 32, spin = 32,
face_player_smart = 64, face_player_smart = 64,
fleeenemy = 128, fleeenemy = 128,
jumptoplayer = 257, jumptoplayer_only = 256,
jumptoplayer_bits = 257, // NOTE: two bits set!
seekplayer = 512, seekplayer = 512,
furthestdir = 1024, furthestdir = 1024,
dodgebullet = 4096 dodgebullet = 4096

View File

@ -629,7 +629,7 @@ GAMEEXEC_STATIC void VM_Move(void)
if (movflags&face_player_slow) if (movflags&face_player_slow)
VM_FacePlayer(4); VM_FacePlayer(4);
if ((movflags&jumptoplayer) == jumptoplayer) if ((movflags&jumptoplayer_bits) == jumptoplayer_bits)
{ {
if (AC_COUNT(vm.g_t) < 16) if (AC_COUNT(vm.g_t) < 16)
vm.g_sp->zvel -= (sintable[(512+(AC_COUNT(vm.g_t)<<4))&2047]>>5); vm.g_sp->zvel -= (sintable[(512+(AC_COUNT(vm.g_t)<<4))&2047]>>5);
@ -958,7 +958,7 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
int32_t moveScriptOfs = AC_MOVE_ID(vm.g_t); int32_t moveScriptOfs = AC_MOVE_ID(vm.g_t);
#endif #endif
// fix for flying/jumping monsters getting stuck in water // fix for flying/jumping monsters getting stuck in water
if ((AC_MOVFLAGS(g_sp, &actor[vm.g_i]) & jumptoplayer) || if ((AC_MOVFLAGS(g_sp, &actor[vm.g_i]) & jumptoplayer_bits) == jumptoplayer_only ||
(G_HaveActor(g_sp->picnum) && (G_HaveActor(g_sp->picnum) &&
#if !defined LUNATIC #if !defined LUNATIC
(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1] (unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]

View File

@ -904,6 +904,8 @@ do
spin = 32, spin = 32,
faceplayersmart = 64, faceplayersmart = 64,
fleeenemy = 128, fleeenemy = 128,
jumptoplayer_only = 256,
jumptoplayer_bits = 257, -- NOTE: two bits set!
jumptoplayer = 257, jumptoplayer = 257,
seekplayer = 512, seekplayer = 512,
furthestdir = 1024, furthestdir = 1024,

View File

@ -1122,9 +1122,12 @@ Contains symbolic names of values applicable to <<gameactor,`gameactor`>>'s
[[actor_MOVFLAGS]] `actor.MOVFLAGS`:: [[actor_MOVFLAGS]] `actor.MOVFLAGS`::
Contains symbolic names of values applicable <<gameactor,`gameactor`>>'s Contains symbolic names of values applicable <<gameactor,`gameactor`>>'s
`movflags` input argument, `actor[]:set_move()`, and the like. + `movflags` input argument, `actor[]:set_move()`, and the like. +
`faceplayer`, `geth`, `getv`, `randomangle`, `faceplayerslow`, `spin`, * `faceplayer`, `geth`, `getv`, `randomangle`, `faceplayerslow`, `spin`,
`faceplayersmart`, `fleeenemy`, `jumptoplayer`, `seekplayer`, `furthestdir`, `faceplayersmart`, `fleeenemy`, `seekplayer`, `furthestdir`,
`dodgebullet`. `dodgebullet`, all naming single bits
* `jumptoplayer_bits`: the bitwise-OR of *two* bits, one of which is `faceplayer`
* `jumptoplayer_only`: the same as `jumptoplayer_bits`, but without the `faceplayer` bit set
* `jumptoplayer`: [red]*deprecated*
''' '''
[[player]] [[player]]