- MBF21: more work on flags.
* added handlers for the missing upper flags in the first flag word. * refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags. * treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.
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6 changed files with 157 additions and 35 deletions
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@ -1608,7 +1608,7 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
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flags &= ~MF_INBOUNCE;
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return false;
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}
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else Vel.Z *= bouncefactor;
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else Vel.Z *= GetMBFBounceFactor(this);
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}
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else // Don't run through this for MBF-style bounces
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{
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@ -2551,7 +2551,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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if (mo->BounceFlags & BOUNCE_Floors)
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{
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mo->FloorBounceMissile (mo->floorsector->floorplane);
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/* if (!(mo->flags6 & MF6_CANJUMP)) */ return;
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/* if (!CanJump(mo)) */ return;
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}
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else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
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{
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@ -2660,7 +2660,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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if (mo->BounceFlags & BOUNCE_Ceilings)
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{ // ceiling bounce
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mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
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/*if (!(mo->flags6 & MF6_CANJUMP))*/ return;
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/* if (!CanJump(mo)) */ return;
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}
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if (mo->flags & MF_SKULLFLY)
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{ // the skull slammed into something
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