mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Add SFLAG_HURTSPAWNBLOOD, which allows actors (particularly useractor enemies) to spawn blood when hurt as hardcoded enemies do.
git-svn-id: https://svn.eduke32.com/eduke32@5250 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
d04d31bd31
commit
25543b521b
3 changed files with 10 additions and 7 deletions
|
@ -255,6 +255,7 @@ enum sflags_t {
|
|||
SFLAG_DIDNOSE7WATER = 0x00080000, // used temporarily
|
||||
SFLAG_NODAMAGEPUSH = 0x00100000,
|
||||
SFLAG_NOWATERDIP = 0x00200000,
|
||||
SFLAG_HURTSPAWNBLOOD = 0x00400000,
|
||||
};
|
||||
|
||||
// Custom projectiles "workslike" flags.
|
||||
|
|
|
@ -223,6 +223,7 @@ SFLAG = {
|
|||
SFLAG_DIDNOSE7WATER = -0x00080000,
|
||||
SFLAG_NODAMAGEPUSH = 0x00100000,
|
||||
SFLAG_NOWATERDIP = 0x00200000,
|
||||
SFLAG_HURTSPAWNBLOOD = 0x00400000,
|
||||
-- RESERVED for actor.FLAGS.chain_*/replace_*:
|
||||
-- 0x08000000, 0x10000000, 0x20000000, 0x40000000
|
||||
}
|
||||
|
|
|
@ -2283,7 +2283,7 @@ void A_DamageObject(int32_t i,int32_t sn)
|
|||
|
||||
if ((PN != DRONE) && (PN != ROTATEGUN) && (PN != COMMANDER) && (PN < GREENSLIME || PN > GREENSLIME+7))
|
||||
if (sprite[sn].picnum != FREEZEBLAST)
|
||||
if (!A_CheckSpriteTileFlags(PN, SFLAG_BADGUY))
|
||||
if (!A_CheckSpriteTileFlags(PN, SFLAG_BADGUY) || A_CheckSpriteTileFlags(PN, SFLAG_HURTSPAWNBLOOD))
|
||||
{
|
||||
j = A_Spawn(sn,JIBS6);
|
||||
if (sprite[sn].pal == 6)
|
||||
|
@ -2298,12 +2298,13 @@ void A_DamageObject(int32_t i,int32_t sn)
|
|||
|
||||
if (j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE)
|
||||
if (g_player[P_Get(j)].ps->curr_weapon == SHOTGUN_WEAPON)
|
||||
{
|
||||
A_Shoot(i,BLOODSPLAT3);
|
||||
A_Shoot(i,BLOODSPLAT1);
|
||||
A_Shoot(i,BLOODSPLAT2);
|
||||
A_Shoot(i,BLOODSPLAT4);
|
||||
}
|
||||
if (!A_CheckSpriteTileFlags(PN, SFLAG_BADGUY) || A_CheckSpriteTileFlags(PN, SFLAG_HURTSPAWNBLOOD))
|
||||
{
|
||||
A_Shoot(i,BLOODSPLAT3);
|
||||
A_Shoot(i,BLOODSPLAT1);
|
||||
A_Shoot(i,BLOODSPLAT2);
|
||||
A_Shoot(i,BLOODSPLAT4);
|
||||
}
|
||||
|
||||
if (!A_CheckSpriteFlags(i, SFLAG_NODAMAGEPUSH))
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue