- Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. SVN r1536 (trunk)
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5 changed files with 10 additions and 2 deletions
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@ -307,6 +307,7 @@ enum
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MF5_CANTSEEK = 0x10000000, // seeker missiles cannot home in on this actor
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MF5_INCONVERSATION = 0x20000000, // Actor is having a conversation
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MF5_PAINLESS = 0x40000000, // Actor always inflicts painless damage.
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MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
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// --- mobj.renderflags ---
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@ -4647,7 +4647,7 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
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// [RH] Use different functions for the four different types of sector
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// movement. Also update the soundorg's z-coordinate for 3D sound.
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// movement.
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switch (floorOrCeil)
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{
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case 0:
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@ -4694,7 +4694,8 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
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if (!n->visited) // unprocessed thing found
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{
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n->visited = true; // mark thing as processed
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if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
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if (!(n->m_thing->flags & MF_NOBLOCKMAP) || //jff 4/7/98 don't do these
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(n->m_thing->flags5 & MF5_MOVEWITHSECTOR))
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{
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iterator (n->m_thing, &cpos); // process it
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if (iterator2 != NULL) iterator2 (n->m_thing, &cpos);
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@ -208,6 +208,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF5, BRIGHT, AActor, flags5),
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DEFINE_FLAG(MF5, CANTSEEK, AActor, flags5),
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DEFINE_FLAG(MF5, PAINLESS, AActor, flags5),
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DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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