- added a CANUSEWALLS flag which allows a monster to activate 'use' specials
like doors. This flag is on by default for any monster which was the previous behavior. - Optimized the DECORATE flag parser so it can more efficiently handle the deprecated flags. As a side effect of this optimization the deprecated flags became usable in A_ChangeFlag again. - Changed LONGMELEERANGE flag into a MeleeThreshold property. - Changed SHORTMISSILERANGE flag into a MaxTargetRange property. - Added Thing_Stop action special. SVN r517 (trunk)
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11 changed files with 154 additions and 49 deletions
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@ -324,10 +324,10 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
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// Making these values customizable is not necessary and in most case more confusing than
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// helpful because no value here translates into anything really meaningful.
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if (flags4 & MF4_SHORTMISSILERANGE && dist>14*64*FRACUNIT)
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return false; // The Arch Vile's special behavior turned into a flag
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if (maxtargetrange > 0 && dist > maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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if (flags4 & MF4_LONGMELEERANGE && dist < 196*FRACUNIT)
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if (dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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@ -521,8 +521,8 @@ bool P_Move (AActor *actor)
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while (spechit.Pop (ld))
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{
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// [RH] let monsters push lines, as well as use them
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if (P_ActivateLine (ld, actor, 0, SPAC_USE) ||
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((actor->flags & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
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if (((actor->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (ld, actor, 0, SPAC_USE)) ||
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((actor->flags2 & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
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{
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good |= ld == BlockingLine ? 1 : 2;
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}
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