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//-------------------------------------------------------------------------
/*
Copyright ( C ) 1996 , 2003 - 3 D Realms Entertainment
Copyright ( C ) 2000 , 2003 - Matt Saettler ( EDuke Enhancements )
This file is part of Enhanced Duke Nukem 3 D version 1.5 - Atomic Edition
Duke Nukem 3 D is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
Original Source : 1996 - Todd Replogle
Prepared for public release : 03 / 21 / 2003 - Charlie Wiederhold , 3 D Realms
EDuke enhancements integrated : 04 / 13 / 2003 - Matt Saettler
Note : EDuke source was in transition . Changes are in - progress in the
source as it is released .
*/
//-------------------------------------------------------------------------
# include "ns.h"
# include "global.h"
# include "actors.h"
# include "names.h"
BEGIN_DUKE_NS
void initactorflags_d ( )
{
setflag ( SFLAG_INTERNAL_BADGUY , {
SHARK ,
RECON ,
DRONE ,
LIZTROOPONTOILET ,
LIZTROOPJUSTSIT ,
LIZTROOPSTAYPUT ,
LIZTROOPSHOOT ,
LIZTROOPJETPACK ,
LIZTROOPDUCKING ,
LIZTROOPRUNNING ,
LIZTROOP ,
OCTABRAIN ,
COMMANDER ,
COMMANDERSTAYPUT ,
PIGCOP ,
EGG ,
PIGCOPSTAYPUT ,
PIGCOPDIVE ,
LIZMAN ,
LIZMANSPITTING ,
LIZMANFEEDING ,
LIZMANJUMP ,
ORGANTIC ,
BOSS1 ,
BOSS2 ,
BOSS3 ,
BOSS4 ,
GREENSLIME ,
GREENSLIME + 1 ,
GREENSLIME + 2 ,
GREENSLIME + 3 ,
GREENSLIME + 4 ,
GREENSLIME + 5 ,
GREENSLIME + 6 ,
GREENSLIME + 7 ,
RAT ,
ROTATEGUN } ) ;
// Some flags taken from RedNukem's init code. This is a good start as any to reduce the insane dependency on tile numbers for making decisions in the play code. A lot more will be added here later.
setflag ( SFLAG_NODAMAGEPUSH , { TANK , BOSS1 , BOSS2 , BOSS3 , BOSS4 , RECON , ROTATEGUN } ) ;
setflag ( SFLAG_NOWATERDIP , { OCTABRAIN , COMMANDER , DRONE } ) ;
setflag ( SFLAG_GREENSLIMEFOOD , { LIZTROOP , LIZMAN , PIGCOP , NEWBEAST } ) ;
if ( isWorldTour ( ) )
{
setflag ( SFLAG_INTERNAL_BADGUY | SFLAG_NODAMAGEPUSH , { FIREFLY , BOSS5 , BOSS5STAYPUT } ) ;
}
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settileflag ( TFLAG_WALLSWITCH , {
HANDPRINTSWITCH ,
HANDPRINTSWITCH + 1 ,
ALIENSWITCH ,
ALIENSWITCH + 1 ,
MULTISWITCH ,
MULTISWITCH + 1 ,
MULTISWITCH + 2 ,
MULTISWITCH + 3 ,
ACCESSSWITCH ,
ACCESSSWITCH2 ,
PULLSWITCH ,
PULLSWITCH + 1 ,
HANDSWITCH ,
HANDSWITCH + 1 ,
SLOTDOOR ,
SLOTDOOR + 1 ,
LIGHTSWITCH ,
LIGHTSWITCH + 1 ,
SPACELIGHTSWITCH ,
SPACELIGHTSWITCH + 1 ,
SPACEDOORSWITCH ,
SPACEDOORSWITCH + 1 ,
FRANKENSTINESWITCH ,
FRANKENSTINESWITCH + 1 ,
LIGHTSWITCH2 ,
LIGHTSWITCH2 + 1 ,
POWERSWITCH1 ,
POWERSWITCH1 + 1 ,
LOCKSWITCH1 ,
LOCKSWITCH1 + 1 ,
POWERSWITCH2 ,
POWERSWITCH2 + 1 ,
DIPSWITCH ,
DIPSWITCH + 1 ,
DIPSWITCH2 ,
DIPSWITCH2 + 1 ,
TECHSWITCH ,
TECHSWITCH + 1 ,
DIPSWITCH3 ,
DIPSWITCH3 + 1 } ) ;
}
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END_DUKE_NS