- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
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4 changed files with 8 additions and 2 deletions
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@ -240,6 +240,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
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DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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