- Fixed: AMageStaffFX2::IsOkayToAttack() / A_MStaffAttack aimed at friendlies.
- Added kill count awareness to A_ChangeFlag. - P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters aren't dormant (since there would be no way to activate them, and they were certainly not dormant when they died). SVN r1287 (trunk)
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7 changed files with 52 additions and 17 deletions
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@ -2184,7 +2184,7 @@ void P_NightmareRespawn (AActor *mobj)
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mo->SpawnPoint[1] = mobj->SpawnPoint[1];
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mo->SpawnPoint[2] = mobj->SpawnPoint[2];
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mo->SpawnAngle = mobj->SpawnAngle;
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mo->SpawnFlags = mobj->SpawnFlags;
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mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
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mo->angle = ANG45 * (mobj->SpawnAngle/45);
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mo->HandleSpawnFlags ();
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@ -2403,14 +2403,17 @@ bool AActor::IsOkayToAttack (AActor *link)
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{
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if (player) // Minotaur looking around player
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{
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if ((link->flags3 & MF3_ISMONSTER) ||
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(link->player && (link != this)))
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if ((link->flags3 & MF3_ISMONSTER) || (link->player && (link != this)))
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{
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if (!(link->flags&MF_SHOOTABLE))
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if (IsFriend(link))
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{
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return false;
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}
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if (link->flags2&MF2_DORMANT)
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if (!(link->flags & MF_SHOOTABLE))
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{
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return false;
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}
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if (link->flags2 & MF2_DORMANT)
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{
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return false;
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}
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