- moved the combined compatibility flags into FLevelLocals.
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parent
d716a17b96
commit
6451b7d592
35 changed files with 162 additions and 97 deletions
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@ -464,7 +464,7 @@ int P_Move (AActor *actor)
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// [RH] I'm not so sure this is such a good idea
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// [GZ] That's why it's compat-optioned.
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if (compatflags & COMPATF_MBFMONSTERMOVE && !(actor->flags8 & MF8_NOFRICTION))
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if (actor->Level->i_compatflags & COMPATF_MBFMONSTERMOVE && !(actor->flags8 & MF8_NOFRICTION))
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{
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// killough 10/98: make monsters get affected by ice and sludge too:
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movefactor = P_GetMoveFactor (actor, &friction);
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@ -864,7 +864,7 @@ void P_NewChaseDir(AActor * actor)
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if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
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actor->Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
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!(actor->flags2 & MF2_ONMOBJ) &&
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!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
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!(actor->flags & MF_FLOAT) && !(actor->Level->i_compatflags & COMPATF_DROPOFF))
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{
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FBoundingBox box(actor->X(), actor->Y(), actor->radius);
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FBlockLinesIterator it(actor->Level, box);
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@ -1715,7 +1715,7 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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// the player then, eh?
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if(!(actor->flags6 & MF6_SEEINVISIBLE))
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{
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if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
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if ((player->mo->flags & MF_SHADOW && !(actor->Level->i_compatflags & COMPATF_INVISIBILITY)) ||
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player->mo->flags3 & MF3_GHOST)
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{
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if (player->mo->Distance2D (actor) > 128 && player->mo->Vel.XY().LengthSquared() < 5*5)
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@ -1776,7 +1776,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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}
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else
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{
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targ = (i_compatflags & COMPATF_SOUNDTARGET || self->flags & MF_NOSECTOR)?
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targ = (self->Level->i_compatflags & COMPATF_SOUNDTARGET || self->flags & MF_NOSECTOR)?
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self->Sector->SoundTarget : self->LastHeard;
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// [RH] If the soundtarget is dead, don't chase it
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@ -1909,7 +1909,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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{
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if (!(flags & LOF_NOSOUNDCHECK))
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{
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targ = (i_compatflags & COMPATF_SOUNDTARGET || self->flags & MF_NOSECTOR)?
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targ = (self->Level->i_compatflags & COMPATF_SOUNDTARGET || self->flags & MF_NOSECTOR)?
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self->Sector->SoundTarget : self->LastHeard;
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if (targ != NULL)
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{
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@ -2721,7 +2721,7 @@ bool P_CheckForResurrection(AActor *self, bool usevilestates)
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{
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corpsehit->Translation = info->Translation; // Clean up bloodcolor translation from crushed corpses
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}
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if (ib_compatflags & BCOMPATF_VILEGHOSTS)
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if (self->Level->ib_compatflags & BCOMPATF_VILEGHOSTS)
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{
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corpsehit->Height *= 4;
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// [GZ] This was a commented-out feature, so let's make use of it,
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@ -3116,7 +3116,7 @@ void A_BossDeath(AActor *self)
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LEVEL_SORCERER2SPECIAL)) == 0)
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return;
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if ((i_compatflags & COMPATF_ANYBOSSDEATH) || ( // [GZ] Added for UAC_DEAD
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if ((Level->i_compatflags & COMPATF_ANYBOSSDEATH) || ( // [GZ] Added for UAC_DEAD
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((Level->flags & LEVEL_MAP07SPECIAL) && (type == NAME_Fatso || type == NAME_Arachnotron)) ||
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((Level->flags & LEVEL_BRUISERSPECIAL) && (type == NAME_BaronOfHell)) ||
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((Level->flags & LEVEL_CYBORGSPECIAL) && (type == NAME_Cyberdemon)) ||
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