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Patch from Fox adding SFLAG_NOWATERSECTOR, to prevent certain sprites from moving into water
git-svn-id: https://svn.eduke32.com/eduke32@7489 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 3 additions and 1 deletions
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@ -517,7 +517,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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if (newSectnum < 0 || ((actor[spriteNum].stayput >= 0 && actor[spriteNum].stayput != newSectnum)
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#ifndef EDUKE32_STANDALONE
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|| (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3)
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|| ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER)
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|| ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2 || g_tile[pSprite->picnum].flags & SFLAG_NOWATERSECTOR) && sector[newSectnum].lotag == ST_1_ABOVE_WATER)
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|| (sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER
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&& (pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0)))
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#endif
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@ -393,6 +393,7 @@ enum sflags_t
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SFLAG_REALCLIPDIST = 0x01000000,
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SFLAG_WAKEUPBADGUYS = 0x02000000,
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SFLAG_DAMAGEEVENT = 0x04000000,
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SFLAG_NOWATERSECTOR = 0x08000000,
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};
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// Custom projectiles "workslike" flags.
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@ -6018,6 +6018,7 @@ static void C_AddDefaultDefinitions(void)
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{ "SFLAG_SMOOTHMOVE", SFLAG_SMOOTHMOVE },
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{ "SFLAG_USEACTIVATOR", SFLAG_USEACTIVATOR },
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{ "SFLAG_WAKEUPBADGUYS", SFLAG_WAKEUPBADGUYS },
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{ "SFLAG_NOWATERSECTOR", SFLAG_NOWATERSECTOR },
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{ "STAT_ACTIVATOR", STAT_ACTIVATOR },
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{ "STAT_ACTOR", STAT_ACTOR },
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