diff --git a/wadsrc/static/zscript/games/duke/dukeactor.zs b/wadsrc/static/zscript/games/duke/dukeactor.zs index ab64764dc..13e0555bc 100644 --- a/wadsrc/static/zscript/games/duke/dukeactor.zs +++ b/wadsrc/static/zscript/games/duke/dukeactor.zs @@ -396,82 +396,3 @@ struct DukeSpriteIterator } -// this is only temporary. We cannot check the actor flags as long as we still need to deal with internal actors whose picnum defines their type. -enum sflags_t -{ - SFLAG_INVENTORY = 0x00000001, - SFLAG_SHRINKAUTOAIM = 0x00000002, - SFLAG_BADGUY = 0x00000004, - SFLAG_FORCEAUTOAIM = 0x00000008, - SFLAG_BOSS = 0x00000010, - SFLAG_BADGUYSTAYPUT = 0x00000020, - SFLAG_GREENSLIMEFOOD = 0x00800040, - SFLAG_NODAMAGEPUSH = 0x00000080, - SFLAG_NOWATERDIP = 0x00000100, - SFLAG_INTERNAL_BADGUY = 0x00000200, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics. - SFLAG_KILLCOUNT = 0x00000400, - //SFLAG_NOCANSEECHECK = 0x00000800, - SFLAG_HITRADIUSCHECK = 0x00001000, - SFLAG_LOOKALLAROUND = 0x00002000, - SFLAG_MOVEFTA_MAKESTANDABLE = 0x00004000, - SFLAG_TRIGGER_IFHITSECTOR = 0x00008000, - SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000, - SFLAG_LOOKALLAROUNDWITHPAL8 = 0x00020000, // let's hope this can be done better later. For now this was what blocked merging the Duke and RR variants of movefta - SFLAG_NOSHADOW = 0x00040000, - SFLAG_SE24_NOCARRY = 0x00080000, - SFLAG_NOINTERPOLATE = 0x00100000, - SFLAG_FALLINGFLAMMABLE = 0x00200000, - SFLAG_FLAMMABLEPOOLEFFECT = 0x00400000, - SFLAG_INFLAME = 0x00800000, - SFLAG_NOFLOORFIRE = 0x01000000, - SFLAG_HITRADIUS_FLAG1 = 0x02000000, - SFLAG_HITRADIUS_FLAG2 = 0x04000000, - SFLAG_CHECKSLEEP = 0x08000000, - SFLAG_NOTELEPORT = 0x10000000, - SFLAG_SE24_REMOVE = 0x20000000, - SFLAG_BLOCK_TRIPBOMB = 0x40000000, - SFLAG_NOFALLER = 0x80000000, -}; - -enum sflags2_t -{ - SFLAG2_USEACTIVATOR = 0x00000001, - SFLAG2_NOROTATEWITHSECTOR = 0x00000002, - SFLAG2_SHOWWALLSPRITEONMAP = 0x00000004, - SFLAG2_NOFLOORPAL = 0x00000008, - SFLAG2_EXPLOSIVE = 0x00000010, - SFLAG2_BRIGHTEXPLODE = 0x00000020, - SFLAG2_DOUBLEDMGTHRUST = 0x00000040, - SFLAG2_BREAKMIRRORS = 0x00000080, - SFLAG2_CAMERA = 0x00000100, - SFLAG2_DONTANIMATE = 0x00000200, - //SFLAG2_INTERPOLATEANGLE = 0x00000400, - SFLAG2_GREENBLOOD = 0x00000800, - SFLAG2_ALWAYSROTATE1 = 0x00001000, - SFLAG2_DIENOW = 0x00002000, - SFLAG2_TRANSFERPALTOJIBS = 0x00004000, - SFLAG2_NORADIUSPUSH = 0x00008000, - SFLAG2_FREEZEDAMAGE = 0x00010000, - SFLAG2_REFLECTIVE = 0x00020000, - SFLAG2_ALWAYSROTATE2 = 0x00040000, - SFLAG2_SPECIALAUTOAIM = 0x00080000, - SFLAG2_NODAMAGEPUSH = 0x00100000, - SFLAG2_IGNOREHITOWNER = 0x00200000, - SFLAG2_DONTDIVE = 0x00400000, - SFLAG2_FLOATING = 0x00800000, - SFLAG2_PAL8OOZ = 0x01000000, // dirty hack - only needed because this needs to work from CON. - SFLAG2_SPAWNRABBITGUTS = 0x02000000, // this depends on the shooter, not the projectile so it has to be done with a flag. - SFLAG2_NONSMOKYROCKET = 0x04000000, // same with this one. Flags should later be copied to the projectile once posible. - SFLAG2_MIRRORREFLECT = 0x08000000, - SFLAG2_ALTPROJECTILESPRITE = 0x10000000, // yet another shooter flag. RRRA has some projectiles with alternative visuals, again this is on the caller thanks to CON. - SFLAG2_UNDERWATERSLOWDOWN = 0x20000000, - -}; - -enum sflags3_t -{ - SFLAG3_DONTDIVEALIVE = 0x00000001, - SFLAG3_BLOODY = 0x00000002, - SFLAG3_BROWNBLOOD = 0x00000004, - SFLAG3_LIGHTDAMAGE = 0x00000008, -};