- moved MF_INCHASE to flags7.
Due to how the MBF21 flag checkers work the first flag word may not repurpose any unused flags in it. We still need MF_SLIDE to be usable by them, despite being totally unused.
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3 changed files with 16 additions and 19 deletions
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@ -1964,7 +1964,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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}
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// Let the self wander around aimlessly looking for a fight
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if (!(self->flags & MF_INCHASE))
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if (!(self->flags7 & MF7_INCHASE))
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{
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if (seestate)
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{
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@ -2040,7 +2040,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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}
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}
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if (self->target && !(self->flags & MF_INCHASE))
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if (self->target && !(self->flags7 & MF7_INCHASE))
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{
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if (!(flags & LOF_NOJUMP))
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{
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@ -2204,15 +2204,14 @@ nosee:
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void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags)
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{
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if (actor->flags5 & MF5_INCONVERSATION)
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return;
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if (actor->flags & MF_INCHASE)
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if (actor->flags7 & MF7_INCHASE)
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{
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return;
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}
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actor->flags |= MF_INCHASE;
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actor->flags7 |= MF7_INCHASE;
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// [RH] Andy Baker's stealth monsters
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if (actor->flags & MF_STEALTH)
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@ -2325,7 +2324,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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if (P_LookForPlayers (actor, true, NULL) && actor->target != actor->goal)
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{ // got a new target
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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}
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if (actor->target == NULL)
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@ -2336,14 +2335,14 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (actor->target == NULL)
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{
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if (!dontmove) A_Wander(actor);
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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}
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}
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else
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{
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actor->SetIdle();
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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}
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}
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@ -2362,7 +2361,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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//over and over again.
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if (flags & CHF_STOPIFBLOCKED)
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actor->movecount = pr_trywalk() & 15;
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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}
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@ -2410,7 +2409,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->flags4 |= MF4_INCOMBAT;
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actor->SetIdle();
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}
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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actor->goal = newgoal;
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return;
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}
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@ -2461,7 +2460,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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S_Sound (actor, CHAN_WEAPON, 0, actor->AttackSound, 1, ATTN_NORM);
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actor->SetState (meleestate);
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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}
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@ -2479,7 +2478,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->SetState (missilestate);
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actor->flags |= MF_JUSTATTACKED;
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actor->flags4 |= MF4_INCOMBAT;
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return;
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}
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}
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@ -2505,7 +2504,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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if (gotNew && actor->target != oldtarget)
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{
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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return; // got a new target
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}
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}
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@ -2555,7 +2554,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->PlayActiveSound ();
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}
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actor->flags &= ~MF_INCHASE;
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actor->flags7 &= ~MF7_INCHASE;
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}
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//==========================================================================
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