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https://github.com/ZDoom/Raze.git
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use a feature flag for the enemy attacks in 3 callback functions.
This is simple enough to handle without gModernMap
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parent
11caee7477
commit
40ca77c6b5
4 changed files with 6 additions and 3 deletions
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@ -160,7 +160,8 @@ void BlastSSeqCallback(int, DBloodActor* actor)
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}
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}
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// allow to fire missile in non-player targets
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if (target->IsPlayerActor() || gModernMap) {
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if (target->IsPlayerActor() || currentLevel->featureflags & kFeatureEnemyAttacks)
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{
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actFireMissile(actor, -7.5, 0, Aim, kMissileArcGargoyle);
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actFireMissile(actor, 7.5, 0, Aim, kMissileArcGargoyle);
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}
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@ -147,7 +147,8 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
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}
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}
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// allow fire missile in non-player targets if not a demo
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if (target->IsPlayerActor() || gModernMap) {
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if (target->IsPlayerActor() || currentLevel->featureflags & kFeatureEnemyAttacks)
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{
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sfxPlay3DSound(actor, 489, 0, 0);
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actFireMissile(actor, 0, 0, Aim, kMissileEctoSkull);
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}
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@ -52,7 +52,7 @@ void houndBiteSeqCallback(int, DBloodActor* actor)
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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DVector3 vec(actor->spr.Angles.Yaw.ToVector() * 64, target->spr.pos.Z - actor->spr.pos.Z);
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if (target->IsPlayerActor() || gModernMap) // allow to hit non-player targets
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if (target->IsPlayerActor() || currentLevel->featureflags & kFeatureEnemyAttacks)
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actFireVector(actor, 0, 0, vec, kVectorHoundBite);
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}
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@ -62,6 +62,7 @@ BEGIN_BLD_NS
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enum EFeatureFlags
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{
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kFeatureCustomAmmoCount = 1,
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kFeatureEnemyAttacks = 2,
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};
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constexpr int BMAX_PATH = 260;
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