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Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.
Actors are always moved such that _they_ clip against blocking sprites, even if their blocking bit is clear. Setting the new bit make them not clip against anything. The promary use of this is for decorative moving sprites that are spawned in masses, such as rain or snow. git-svn-id: https://svn.eduke32.com/eduke32@2184 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 6 additions and 1 deletions
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@ -11969,6 +11969,9 @@ int32_t clipmove(vec3_t *pos, int16_t *sectnum,
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if (curspr)
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if (curspr)
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continue; // next sector of this index
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continue; // next sector of this index
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if (!dasprclipmask)
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continue;
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for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
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for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
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{
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{
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spr = &sprite[j];
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spr = &sprite[j];
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@ -128,6 +128,7 @@ enum sflags_t {
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SPRITE_NOLIGHT = 0x00000100,
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SPRITE_NOLIGHT = 0x00000100,
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SPRITE_USEACTIVATOR = 0x00000200,
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SPRITE_USEACTIVATOR = 0x00000200,
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SPRITE_NULL = 0x00000400, // null sprite in multiplayer
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SPRITE_NULL = 0x00000400, // null sprite in multiplayer
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SPRITE_NOCLIP = 0x00000800, // clipmove it with cliptype 0
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};
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};
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// custom projectiles
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// custom projectiles
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@ -670,7 +670,8 @@ dead:
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(daxvel*(sintable[angdif&2047]))>>14, vm.g_sp->zvel
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(daxvel*(sintable[angdif&2047]))>>14, vm.g_sp->zvel
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};
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};
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actor[vm.g_i].movflag = A_MoveSprite(vm.g_i,&tmpvect,CLIPMASK0);
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actor[vm.g_i].movflag = A_MoveSprite(
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vm.g_i,&tmpvect, (A_CheckSpriteFlags(vm.g_i, SPRITE_NOCLIP) ? 0 : CLIPMASK0));
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}
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}
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}
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}
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