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CON: Add projectile workslike flag PROJECTILE_NOSETOWNERSHADE = 0x00200000 = 2097152 that prevents actors from inheriting a projectile's shade when shooting it.
git-svn-id: https://svn.eduke32.com/eduke32@5106 1a8010ca-5511-0410-912e-c29ae57300e0
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257e271162
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2 changed files with 5 additions and 2 deletions
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@ -297,6 +297,7 @@ enum pflags_t {
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PROJECTILE_FORCEIMPACT = 0x00040000,
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PROJECTILE_REALCLIPDIST = 0x00080000,
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PROJECTILE_ACCURATE = 0x00100000,
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PROJECTILE_NOSETOWNERSHADE = 0x00200000,
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PROJECTILE_TYPE_MASK = PROJECTILE_HITSCAN|PROJECTILE_RPG|PROJECTILE_KNEE|PROJECTILE_BLOOD,
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};
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@ -894,7 +894,8 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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switch (proj->workslike & PROJECTILE_TYPE_MASK)
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{
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case PROJECTILE_HITSCAN:
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if (s->extra >= 0) s->shade = proj->shade;
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if (!(proj->workslike & PROJECTILE_NOSETOWNERSHADE) && s->extra >= 0)
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s->shade = proj->shade;
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if (p >= 0)
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P_PreFireHitscan(i, p, atwith, srcvect, &zvel, &sa,
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@ -941,7 +942,8 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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return -1;
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case PROJECTILE_RPG:
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if (s->extra >= 0) s->shade = proj->shade;
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if (!(proj->workslike & PROJECTILE_NOSETOWNERSHADE) && s->extra >= 0)
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s->shade = proj->shade;
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vel = proj->vel;
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