- Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use: * Bounce * Bounce.Floor * Bounce.Ceiling * Bounce.Wall * Bounce.Actor * Bounce.Actor.Creature Partial matches work just like Pain states, so if an actor bounces off a floor and you don't have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state. Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will not cause it to change state. SVN r4250 (trunk)
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@ -255,6 +255,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
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// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
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DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
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